blob: 68dff4cedfffaf8d93a44c658551d0d5e7d21f19 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: UniformBuffer = struct @align(16) {
unknownInput_S1_c0:f32 @offset(16)
ucolorRed_S1_c0:vec4<f32> @offset(32)
ucolorGreen_S1_c0:vec4<f32> @offset(48)
umatrix_S1:mat3x3<f32> @offset(64)
}
main_out = struct @align(16) {
sk_FragColor_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_4:ptr<uniform, UniformBuffer, read> = var @binding_point(0, 0)
%sk_FragColor:ptr<private, vec4<f32>, read_write> = var
%sk_Clockwise:ptr<private, bool, read_write> = var
%vcolor_S0:ptr<private, vec4<f32>, read_write> = var
}
%test_int_S1_c0_b = func():bool -> %b2 {
%b2 = block {
%unknown:ptr<function, i32, read_write> = var
%ok:ptr<function, bool, read_write> = var
%val:ptr<function, vec4<i32>, read_write> = var
%x_40:ptr<function, bool, read_write> = var
%x_41:ptr<function, bool, read_write> = var
%x_54:ptr<function, bool, read_write> = var
%x_55:ptr<function, bool, read_write> = var
%x_65:ptr<function, bool, read_write> = var
%x_66:ptr<function, bool, read_write> = var
%15:ptr<uniform, f32, read> = access %x_4, 0u
%16:f32 = load %15
%x_27:i32 = convert %16
store %unknown, %x_27
store %ok, true
store %x_41, false
if true [t: %b3] { # if_1
%b3 = block { # true
%18:vec4<i32> = construct %x_27
%19:vec4<i32> = div vec4<i32>(0i), %18
%20:vec4<bool> = eq %19, vec4<i32>(0i)
%21:bool = all %20
store %x_40, %21
%22:bool = load %x_40
store %x_41, %22
exit_if # if_1
}
}
%23:bool = load %x_41
store %ok, %23
%x_44:vec4<i32> = construct %x_27
store %val, %x_44
%x_47:vec4<i32> = add %x_44, vec4<i32>(1i)
store %val, %x_47
%x_48:vec4<i32> = sub %x_47, vec4<i32>(1i)
store %val, %x_48
%x_49:vec4<i32> = add %x_48, vec4<i32>(1i)
store %val, %x_49
%x_50:vec4<i32> = sub %x_49, vec4<i32>(1i)
store %val, %x_50
store %x_55, false
%29:bool = load %x_41
if %29 [t: %b4] { # if_2
%b4 = block { # true
%30:vec4<bool> = eq %x_50, %x_44
%31:bool = all %30
store %x_54, %31
%32:bool = load %x_54
store %x_55, %32
exit_if # if_2
}
}
%33:bool = load %x_55
store %ok, %33
%x_58:vec4<i32> = mul %x_50, vec4<i32>(2i)
store %val, %x_58
%x_59:vec4<i32> = div %x_58, vec4<i32>(2i)
store %val, %x_59
%x_60:vec4<i32> = mul %x_59, vec4<i32>(2i)
store %val, %x_60
%x_61:vec4<i32> = div %x_60, vec4<i32>(2i)
store %val, %x_61
store %x_66, false
%38:bool = load %x_55
if %38 [t: %b5] { # if_3
%b5 = block { # true
%39:vec4<bool> = eq %x_61, %x_44
%40:bool = all %39
store %x_65, %40
%41:bool = load %x_65
store %x_66, %41
exit_if # if_3
}
}
%42:bool = load %x_66
store %ok, %42
%43:bool = load %x_66
ret %43
}
}
%main_1 = func():void -> %b6 {
%b6 = block {
%outputColor_S0:ptr<function, vec4<f32>, read_write> = var
%output_S1:ptr<function, vec4<f32>, read_write> = var
%x_8_unknown:ptr<function, f32, read_write> = var
%x_9_ok:ptr<function, bool, read_write> = var
%x_10_val:ptr<function, vec4<f32>, read_write> = var
%x_116:ptr<function, vec4<f32>, read_write> = var
%x_86:ptr<function, bool, read_write> = var
%x_87:ptr<function, bool, read_write> = var
%x_99:ptr<function, bool, read_write> = var
%x_100:ptr<function, bool, read_write> = var
%x_110:ptr<function, bool, read_write> = var
%x_111:ptr<function, bool, read_write> = var
%x_114:ptr<function, bool, read_write> = var
%x_115:ptr<function, bool, read_write> = var
%59:vec4<f32> = load %vcolor_S0
store %outputColor_S0, %59
%60:ptr<uniform, f32, read> = access %x_4, 0u
%x_77:f32 = load %60
store %x_8_unknown, %x_77
store %x_9_ok, true
store %x_87, false
if true [t: %b7] { # if_4
%b7 = block { # true
%62:vec4<f32> = construct %x_77
%63:vec4<f32> = div vec4<f32>(0.0f), %62
%64:vec4<bool> = eq %63, vec4<f32>(0.0f)
%65:bool = all %64
store %x_86, %65
%66:bool = load %x_86
store %x_87, %66
exit_if # if_4
}
}
%67:bool = load %x_87
store %x_9_ok, %67
%x_89:vec4<f32> = construct %x_77
store %x_10_val, %x_89
%x_92:vec4<f32> = add %x_89, vec4<f32>(1.0f)
store %x_10_val, %x_92
%x_93:vec4<f32> = sub %x_92, vec4<f32>(1.0f)
store %x_10_val, %x_93
%x_94:vec4<f32> = add %x_93, vec4<f32>(1.0f)
store %x_10_val, %x_94
%x_95:vec4<f32> = sub %x_94, vec4<f32>(1.0f)
store %x_10_val, %x_95
store %x_100, false
%73:bool = load %x_87
if %73 [t: %b8] { # if_5
%b8 = block { # true
%74:vec4<bool> = eq %x_95, %x_89
%75:bool = all %74
store %x_99, %75
%76:bool = load %x_99
store %x_100, %76
exit_if # if_5
}
}
%77:bool = load %x_100
store %x_9_ok, %77
%x_103:vec4<f32> = mul %x_95, vec4<f32>(2.0f)
store %x_10_val, %x_103
%x_104:vec4<f32> = div %x_103, vec4<f32>(2.0f)
store %x_10_val, %x_104
%x_105:vec4<f32> = mul %x_104, vec4<f32>(2.0f)
store %x_10_val, %x_105
%x_106:vec4<f32> = div %x_105, vec4<f32>(2.0f)
store %x_10_val, %x_106
store %x_111, false
%82:bool = load %x_100
if %82 [t: %b9] { # if_6
%b9 = block { # true
%83:vec4<bool> = eq %x_106, %x_89
%84:bool = all %83
store %x_110, %84
%85:bool = load %x_110
store %x_111, %85
exit_if # if_6
}
}
%86:bool = load %x_111
store %x_9_ok, %86
store %x_115, false
%87:bool = load %x_111
if %87 [t: %b10] { # if_7
%b10 = block { # true
%88:bool = call %test_int_S1_c0_b
store %x_114, %88
%89:bool = load %x_114
store %x_115, %89
exit_if # if_7
}
}
%90:bool = load %x_115
if %90 [t: %b11, f: %b12] { # if_8
%b11 = block { # true
%91:ptr<uniform, vec4<f32>, read> = access %x_4, 2u
%92:vec4<f32> = load %91
store %x_116, %92
exit_if # if_8
}
%b12 = block { # false
%93:ptr<uniform, vec4<f32>, read> = access %x_4, 1u
%94:vec4<f32> = load %93
store %x_116, %94
exit_if # if_8
}
}
%x_125:vec4<f32> = load %x_116
%96:vec4<f32> = load %x_116
store %output_S1, %96
store %sk_FragColor, %x_125
ret
}
}
%tint_symbol = @fragment func(%sk_Clockwise_param:bool [@front_facing], %vcolor_S0_param:vec4<f32> [@location(0)]):main_out -> %b13 {
%b13 = block {
store %sk_Clockwise, %sk_Clockwise_param
store %vcolor_S0, %vcolor_S0_param
%100:void = call %main_1
%101:vec4<f32> = load %sk_FragColor
%102:main_out = construct %101
ret %102
}
}
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. *
********************************************************************