blob: 497cee1fa271477292ddb2b0759cd19a89c0dca4 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_20:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%index:ptr<private, i32, read_write> = var
%state:ptr<private, array<i32, 16>, read_write> = var
}
%collision_vf2_vf4_ = func(%pos:ptr<function, vec2<f32>, read_write>, %quad:ptr<function, vec4<f32>, read_write>):bool -> %b2 {
%b2 = block {
%x_116:ptr<function, vec4<bool>, read_write> = var, vec4<bool>(false)
%10:f32 = load_vector_element %pos, 0u
%11:f32 = load_vector_element %quad, 0u
%12:bool = lt %10, %11
if %12 [t: %b3] { # if_1
%b3 = block { # true
ret false
}
}
%13:f32 = load_vector_element %pos, 1u
%14:f32 = load_vector_element %quad, 1u
%15:bool = lt %13, %14
if %15 [t: %b4] { # if_2
%b4 = block { # true
ret false
}
}
%16:f32 = load_vector_element %pos, 0u
%17:f32 = load_vector_element %quad, 0u
%18:f32 = load_vector_element %quad, 2u
%19:f32 = add %17, %18
%20:bool = gt %16, %19
if %20 [t: %b5] { # if_3
%b5 = block { # true
ret false
}
}
%21:f32 = load_vector_element %pos, 1u
%22:f32 = load_vector_element %quad, 1u
%23:f32 = load_vector_element %quad, 3u
%24:f32 = add %22, %23
%25:bool = gt %21, %24
if %25 [t: %b6] { # if_4
%b6 = block { # true
ret false
}
}
ret true
}
}
%match_vf2_ = func(%pos_1:ptr<function, vec2<f32>, read_write>):vec4<f32> -> %b7 {
%b7 = block {
%res:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%param_1:ptr<function, vec4<f32>, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_2:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_3:ptr<function, array<vec4<f32>, 16>, read_write> = var
store %res, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f)
store %i, 0i
loop [b: %b8, c: %b9] { # loop_1
%b8 = block { # body
%36:i32 = load %i
%37:bool = lt %36, 8i
if %37 [t: %b10, f: %b11] { # if_5
%b10 = block { # true
exit_if # if_5
}
%b11 = block { # false
exit_loop # loop_1
}
}
%x_159:i32 = load %i
%39:vec2<f32> = load %pos_1
store %param, %39
store %indexable, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%40:ptr<function, vec4<f32>, read_write> = access %indexable, %x_159
%41:vec4<f32> = load %40
store %param_1, %41
%x_163:bool = call %collision_vf2_vf4_, %param, %param_1
if %x_163 [t: %b12] { # if_6
%b12 = block { # true
%x_166:i32 = load %i
store %indexable_1, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%44:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_166
%x_168:f32 = load_vector_element %44, 0u
%x_170:i32 = load %i
store %indexable_2, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%47:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_170
%x_172:f32 = load_vector_element %47, 1u
%x_175:i32 = load %i
store %indexable_3, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f))
%50:i32 = convert %x_168
%51:i32 = convert %x_172
%52:i32 = mul %50, %51
%53:i32 = mul %x_175, 9i
%54:i32 = add %52, %53
%55:i32 = add %54, 11i
%56:i32 = mod %55, 16i
%57:ptr<function, vec4<f32>, read_write> = access %indexable_3, %56
%58:vec4<f32> = load %57
store %res, %58
exit_if # if_6
}
}
continue %b9
}
%b9 = block { # continuing
%59:i32 = load %i
%60:i32 = add %59, 1i
store %i, %60
next_iteration %b8
}
}
%x_184:vec4<f32> = load %res
ret %x_184
}
}
%main_1 = func():void -> %b13 {
%b13 = block {
%lin:ptr<function, vec2<f32>, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%65:vec4<f32> = load %gl_FragCoord
%66:vec2<f32> = swizzle %65, xy
%67:ptr<uniform, vec2<f32>, read> = access %x_20, 0u
%68:vec2<f32> = load %67
%69:vec2<f32> = div %66, %68
store %lin, %69
%70:vec2<f32> = load %lin
%71:vec2<f32> = mul %70, 32.0f
%72:vec2<f32> = floor %71
store %lin, %72
%73:vec2<f32> = load %lin
store %param_2, %73
%x_114:vec4<f32> = call %match_vf2_, %param_2
store %x_GLF_color, %x_114
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b14 {
%b14 = block {
store %gl_FragCoord, %gl_FragCoord_param
%77:void = call %main_1
%78:vec4<f32> = load %x_GLF_color
%79:main_out = construct %78
ret %79
}
}
unhandled variable address space
********************************************************************
* The tint shader compiler has encountered an unexpected error. *
* *
* Please help us fix this issue by submitting a bug report at *
* crbug.com/tint with the source program that triggered the bug. *
********************************************************************