blob: 51f94d6ecfc6c7e7dc7ce44a35c1a14dd4364f58 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: OutputBuf = struct @align(4) {
result:array<u32> @offset(0)
}
Uniforms = struct @align(4) {
dstTextureFlipY:u32 @offset(0)
isFloat16:u32 @offset(4)
isRGB10A2Unorm:u32 @offset(8)
channelCount:u32 @offset(12)
}
%b1 = block { # root
%src:ptr<handle, texture_2d<f32>, read> = var @binding_point(0, 0)
%dst:ptr<handle, texture_2d<f32>, read> = var @binding_point(0, 1)
%output:ptr<storage, OutputBuf, read_write> = var @binding_point(0, 2)
%uniforms:ptr<uniform, Uniforms, read> = var @binding_point(0, 3)
}
%ConvertToFp16FloatValue = func(%fp32:f32):u32 -> %b2 {
%b2 = block {
ret 1u
}
}
%tint_symbol = @compute @workgroup_size(1, 1, 1) func(%GlobalInvocationID:vec3<u32> [@global_invocation_id]):void -> %b3 {
%b3 = block {
%9:texture_2d<f32> = load %src
%10:vec2<u32> = textureDimensions %9
%size:ptr<function, vec2<u32>, read_write> = var, %10
%12:vec2<u32> = swizzle %GlobalInvocationID, xy
%dstTexCoord:ptr<function, vec2<u32>, read_write> = var, %12
%14:vec2<u32> = load %dstTexCoord
%srcTexCoord:ptr<function, vec2<u32>, read_write> = var, %14
%16:ptr<uniform, u32, read> = access %uniforms, 0u
%17:u32 = load %16
%18:bool = eq %17, 1u
if %18 [t: %b4] { # if_1
%b4 = block { # true
%19:u32 = load_vector_element %size, 1u
%20:u32 = load_vector_element %dstTexCoord, 1u
%21:u32 = sub %19, %20
%22:u32 = sub %21, 1u
store_vector_element %srcTexCoord, 1u, %22
exit_if # if_1
}
}
%23:texture_2d<f32> = load %src
%24:vec2<u32> = load %srcTexCoord
%25:vec4<f32> = textureLoad %23, %24, 0i
%srcColor:ptr<function, vec4<f32>, read_write> = var, %25
%27:texture_2d<f32> = load %dst
%28:vec2<u32> = load %dstTexCoord
%29:vec4<f32> = textureLoad %27, %28, 0i
%dstColor:ptr<function, vec4<f32>, read_write> = var, %29
%success:ptr<function, bool, read_write> = var, true
%srcColorBits:ptr<function, vec4<u32>, read_write> = var
%33:vec4<f32> = load %dstColor
%34:vec4<u32> = convert %33
%dstColorBits:ptr<function, vec4<u32>, read_write> = var, %34
loop [i: %b5, b: %b6, c: %b7] { # loop_1
%b5 = block { # initializer
%i:ptr<function, u32, read_write> = var, 0u
next_iteration %b6
}
%b6 = block { # body
%37:u32 = load %i
%38:ptr<uniform, u32, read> = access %uniforms, 3u
%39:u32 = load %38
%40:bool = lt %37, %39
if %40 [t: %b8, f: %b9] { # if_2
%b8 = block { # true
exit_if # if_2
}
%b9 = block { # false
exit_loop # loop_1
}
}
%41:u32 = load %i
%42:u32 = load %i
%43:f32 = load_vector_element %srcColor, %42
%44:u32 = call %ConvertToFp16FloatValue, %43
store_vector_element %srcColorBits, %41, %44
%45:bool = load %success
%46:bool = if %45 [t: %b10, f: %b11] { # if_3
%b10 = block { # true
%47:u32 = load %i
%48:u32 = load_vector_element %srcColorBits, %47
%49:u32 = load %i
%50:u32 = load_vector_element %dstColorBits, %49
%51:bool = eq %48, %50
exit_if %51 # if_3
}
%b11 = block { # false
exit_if false # if_3
}
}
store %success, %46
continue %b7
}
%b7 = block { # continuing
%52:u32 = load %i
%53:u32 = add %52, 1u
store %i, %53
next_iteration %b6
}
}
%54:u32 = access %GlobalInvocationID, 1u
%55:u32 = load_vector_element %size, 0u
%56:u32 = construct %55
%57:u32 = mul %54, %56
%58:u32 = access %GlobalInvocationID, 0u
%59:u32 = add %57, %58
%outputIndex:ptr<function, u32, read_write> = var, %59
%61:bool = load %success
if %61 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
%62:u32 = load %outputIndex
%63:ptr<storage, u32, read_write> = access %output, 0u, %62
store %63, 1u
exit_if # if_4
}
%b13 = block { # false
%64:u32 = load %outputIndex
%65:ptr<storage, u32, read_write> = access %output, 0u, %64
store %65, 0u
exit_if # if_4
}
}
ret
}
}
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. *
********************************************************************