blob: 7899a654113ad9d88b4b6f815010bfe781657de7 [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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%x_77:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_78:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_79:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_80:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_89:ptr<function, vec4<f32>, read_write> = var
%x_89_phi:ptr<function, vec4<f32>, read_write> = var
%x_92_phi:ptr<function, i32, read_write> = var
%x_81:vec4<f32> = load %gl_FragCoord
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_84:vec2<f32> = load %13
%15:f32 = access %x_81, 0u
%16:f32 = access %x_81, 1u
%17:vec2<f32> = construct %15, %16
%18:vec2<f32> = div %17, %x_84
%19:vec2<f32> = mul %18, 32.0f
%x_87:vec2<f32> = floor %19
store %x_89_phi, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f)
store %x_92_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_136:ptr<function, vec4<f32>, read_write> = var
%x_93:ptr<function, i32, read_write> = var
%x_121_phi:ptr<function, bool, read_write> = var
%x_90_phi:ptr<function, vec4<f32>, read_write> = var
%25:vec4<f32> = load %x_89_phi
store %x_89, %25
%x_92:i32 = load %x_92_phi
%27:bool = lt %x_92, 8i
if %27 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_98:ptr<function, vec4<f32>, read_write> = var
store %x_77, 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))
%29:ptr<function, vec4<f32>, read_write> = access %x_77, %x_92
%30:vec4<f32> = load %29
store %x_98, %30
switch 0u [c: (default, %b7)] { # switch_1
%b7 = block { # case
%x_101:f32 = access %x_87, 0u
%x_102:f32 = load_vector_element %x_98, 0u
%33:bool = lt %x_101, %x_102
if %33 [t: %b8] { # if_2
%b8 = block { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%x_106:f32 = access %x_87, 1u
%x_107:f32 = load_vector_element %x_98, 1u
%36:bool = lt %x_106, %x_107
if %36 [t: %b9] { # if_3
%b9 = block { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%37:f32 = load_vector_element %x_98, 2u
%38:f32 = add %x_102, %37
%39:bool = gt %x_101, %38
if %39 [t: %b10] { # if_4
%b10 = block { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%40:f32 = load_vector_element %x_98, 3u
%41:f32 = add %x_107, %40
%42:bool = gt %x_106, %41
if %42 [t: %b11] { # if_5
%b11 = block { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
store %x_121_phi, true
exit_switch # switch_1
}
}
%x_121:bool = load %x_121_phi
%44:vec4<f32> = load %x_89
store %x_90_phi, %44
if %x_121 [t: %b12] { # if_6
%b12 = block { # true
store %x_78, 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))
%45:ptr<function, vec4<f32>, read_write> = access %x_78, %x_92
%x_125:f32 = load_vector_element %45, 0u
store %x_79, 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 %x_79, %x_92
%x_128:f32 = load_vector_element %47, 1u
store %x_80, 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))
%49:i32 = convert %x_125
%50:i32 = convert %x_128
%51:i32 = mul %49, %50
%52:i32 = mul %x_92, 9i
%53:i32 = add %51, %52
%54:i32 = add %53, 11i
%55:i32 = mod %54, 16i
%56:ptr<function, vec4<f32>, read_write> = access %x_80, %55
%57:vec4<f32> = load %56
store %x_136, %57
%58:vec4<f32> = load %x_136
store %x_90_phi, %58
exit_if # if_6
}
}
%x_90:vec4<f32> = load %x_90_phi
continue %b4
}
%b4 = block { # continuing
%60:i32 = add %x_92, 1i
store %x_93, %60
store %x_89_phi, %x_90
%61:i32 = load %x_93
store %x_92_phi, %61
next_iteration %b3
}
}
%62:vec4<f32> = load %x_89
store %x_GLF_color, %62
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b13 {
%b13 = block {
store %gl_FragCoord, %gl_FragCoord_param
%65:void = call %main_1
%66:vec4<f32> = load %x_GLF_color
%67:main_out = construct %66
ret %67
}
}
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. *
********************************************************************