blob: d3af39ea5e67f590407292746bb2094af15d7513 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: LeftOver = struct @align(16) {
time:f32 @offset(0)
padding:u32 @offset(4)
worldViewProjection:mat4x4<f32> @offset(16)
outputSize:vec2<f32> @offset(80)
stageSize:vec2<f32> @offset(88)
spriteMapSize:vec2<f32> @offset(96)
stageScale:f32 @offset(104)
spriteCount:f32 @offset(108)
colorMul:vec3<f32> @offset(112)
}
main_out = struct @align(16) {
glFragColor_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_20:ptr<uniform, LeftOver, read> = var @binding_point(2, 9)
%frameMapTexture:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 3)
%frameMapSampler:ptr<handle, sampler, read> = var @binding_point(2, 2)
%tUV:ptr<private, vec2<f32>, read_write> = var
%tileMapsTexture0:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 5)
%tileMapsSampler:ptr<handle, sampler, read> = var @binding_point(2, 4)
%tileMapsTexture1:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 6)
%animationMapTexture:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 8)
%animationMapSampler:ptr<handle, sampler, read> = var @binding_point(2, 7)
%mt:ptr<private, f32, read_write> = var
%spriteSheetTexture:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 1)
%spriteSheetSampler:ptr<handle, sampler, read> = var @binding_point(2, 0)
%glFragColor:ptr<private, vec4<f32>, read_write> = var
%tileID_1:ptr<private, vec2<f32>, read_write> = var
%levelUnits:ptr<private, vec2<f32>, read_write> = var
%stageUnits_1:ptr<private, vec2<f32>, read_write> = var
%vPosition:ptr<private, vec3<f32>, read_write> = var
%vUV:ptr<private, vec2<f32>, read_write> = var
}
%getFrameData_f1_ = func(%frameID:ptr<function, f32, read_write>):mat4x4<f32> -> %b2 {
%b2 = block {
%fX:ptr<function, f32, read_write> = var
%x_15:f32 = load %frameID
%23:ptr<uniform, f32, read> = access %x_20, 7u
%x_25:f32 = load %23
%25:f32 = div %x_15, %x_25
store %fX, %25
%x_37:f32 = load %fX
%27:texture_2d<f32> = load %frameMapTexture
%28:sampler = load %frameMapSampler
%29:vec2<f32> = construct %x_37, 0.0f
%x_40:vec4<f32> = textureSampleBias %27, %28, %29, 0.0f
%x_44:f32 = load %fX
%32:texture_2d<f32> = load %frameMapTexture
%33:sampler = load %frameMapSampler
%34:vec2<f32> = construct %x_44, 0.25f
%x_47:vec4<f32> = textureSampleBias %32, %33, %34, 0.0f
%x_51:f32 = load %fX
%37:texture_2d<f32> = load %frameMapTexture
%38:sampler = load %frameMapSampler
%39:vec2<f32> = construct %x_51, 0.5f
%x_54:vec4<f32> = textureSampleBias %37, %38, %39, 0.0f
%41:f32 = access %x_40, 0u
%42:f32 = access %x_40, 1u
%43:f32 = access %x_40, 2u
%44:f32 = access %x_40, 3u
%45:vec4<f32> = construct %41, %42, %43, %44
%46:f32 = access %x_47, 0u
%47:f32 = access %x_47, 1u
%48:f32 = access %x_47, 2u
%49:f32 = access %x_47, 3u
%50:vec4<f32> = construct %46, %47, %48, %49
%51:f32 = access %x_54, 0u
%52:f32 = access %x_54, 1u
%53:f32 = access %x_54, 2u
%54:f32 = access %x_54, 3u
%55:vec4<f32> = construct %51, %52, %53, %54
%56:mat4x4<f32> = construct %45, %50, %55, vec4<f32>(0.0f)
ret %56
}
}
%main_1 = func():void -> %b3 {
%b3 = block {
%color:ptr<function, vec4<f32>, read_write> = var
%tileUV:ptr<function, vec2<f32>, read_write> = var
%tileID:ptr<function, vec2<f32>, read_write> = var
%sheetUnits:ptr<function, vec2<f32>, read_write> = var
%spriteUnits:ptr<function, f32, read_write> = var
%stageUnits:ptr<function, vec2<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%frameID_1:ptr<function, f32, read_write> = var
%animationData:ptr<function, vec4<f32>, read_write> = var
%f:ptr<function, f32, read_write> = var
%frameData:ptr<function, mat4x4<f32>, read_write> = var
%param:ptr<function, f32, read_write> = var
%frameSize:ptr<function, vec2<f32>, read_write> = var
%offset_1:ptr<function, vec2<f32>, read_write> = var
%ratio:ptr<function, vec2<f32>, read_write> = var
%nc:ptr<function, vec4<f32>, read_write> = var
%alpha:ptr<function, f32, read_write> = var
%mixed:ptr<function, vec3<f32>, read_write> = var
store %color, vec4<f32>(0.0f)
%x_86:vec2<f32> = load %tUV
%77:vec2<f32> = fract %x_86
store %tileUV, %77
%x_91:f32 = load_vector_element %tileUV, 1u
%79:f32 = sub 1.0f, %x_91
store_vector_element %tileUV, 1u, %79
%x_95:vec2<f32> = load %tUV
%81:vec2<f32> = floor %x_95
store %tileID, %81
%82:ptr<uniform, vec2<f32>, read> = access %x_20, 5u
%x_101:vec2<f32> = load %82
%84:vec2<f32> = div vec2<f32>(1.0f), %x_101
store %sheetUnits, %84
%85:ptr<uniform, f32, read> = access %x_20, 7u
%x_106:f32 = load %85
%87:f32 = div 1.0f, %x_106
store %spriteUnits, %87
%88:ptr<uniform, vec2<f32>, read> = access %x_20, 4u
%x_111:vec2<f32> = load %88
%90:vec2<f32> = div vec2<f32>(1.0f), %x_111
store %stageUnits, %90
store %i, 0i
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%x_122:i32 = load %i
%92:bool = lt %x_122, 2i
if %92 [t: %b6, f: %b7] { # if_1
%b6 = block { # true
exit_if # if_1
}
%b7 = block { # false
exit_loop # loop_1
}
}
%x_126:i32 = load %i
switch %x_126 [c: (1i, %b8), c: (0i, %b9), c: (default, %b10)] { # switch_1
%b8 = block { # case
%x_150:vec2<f32> = load %tileID
%95:ptr<uniform, vec2<f32>, read> = access %x_20, 4u
%x_154:vec2<f32> = load %95
%97:texture_2d<f32> = load %tileMapsTexture1
%98:sampler = load %tileMapsSampler
%99:vec2<f32> = add %x_150, vec2<f32>(0.5f)
%100:vec2<f32> = div %99, %x_154
%x_156:vec4<f32> = textureSampleBias %97, %98, %100, 0.0f
%102:f32 = access %x_156, 0u
store %frameID_1, %102
exit_switch # switch_1
}
%b9 = block { # case
%x_136:vec2<f32> = load %tileID
%104:ptr<uniform, vec2<f32>, read> = access %x_20, 4u
%x_140:vec2<f32> = load %104
%106:texture_2d<f32> = load %tileMapsTexture0
%107:sampler = load %tileMapsSampler
%108:vec2<f32> = add %x_136, vec2<f32>(0.5f)
%109:vec2<f32> = div %108, %x_140
%x_142:vec4<f32> = textureSampleBias %106, %107, %109, 0.0f
%111:f32 = access %x_142, 0u
store %frameID_1, %111
exit_switch # switch_1
}
%b10 = block { # case
exit_switch # switch_1
}
}
%x_166:f32 = load %frameID_1
%113:ptr<uniform, f32, read> = access %x_20, 7u
%x_169:f32 = load %113
%115:texture_2d<f32> = load %animationMapTexture
%116:sampler = load %animationMapSampler
%117:f32 = add %x_166, 0.5f
%118:f32 = div %117, %x_169
%119:vec2<f32> = construct %118, 0.0f
%x_172:vec4<f32> = textureSampleBias %115, %116, %119, 0.0f
store %animationData, %x_172
%x_174:f32 = load_vector_element %animationData, 1u
%122:bool = gt %x_174, 0.0f
if %122 [t: %b11] { # if_2
%b11 = block { # true
%123:ptr<uniform, f32, read> = access %x_20, 0u
%x_181:f32 = load %123
%x_184:f32 = load_vector_element %animationData, 2u
%126:f32 = mul %x_181, %x_184
%127:f32 = mod %126, 1.0f
store %mt, %127
store %f, 0.0f
loop [b: %b12, c: %b13] { # loop_2
%b12 = block { # body
%x_193:f32 = load %f
%129:bool = lt %x_193, 8.0f
if %129 [t: %b14, f: %b15] { # if_3
%b14 = block { # true
exit_if # if_3
}
%b15 = block { # false
exit_loop # loop_2
}
}
%x_197:f32 = load_vector_element %animationData, 1u
%x_198:f32 = load %mt
%132:bool = gt %x_197, %x_198
if %132 [t: %b16] { # if_4
%b16 = block { # true
%x_203:f32 = load_vector_element %animationData, 0u
store %frameID_1, %x_203
exit_loop # loop_2
}
}
%x_208:f32 = load %frameID_1
%135:ptr<uniform, f32, read> = access %x_20, 7u
%x_211:f32 = load %135
%x_214:f32 = load %f
%x_217:vec4<f32> = let vec4<f32>(0.0f)
store %animationData, %x_217
continue %b13
}
%b13 = block { # continuing
%x_218:f32 = load %f
%140:f32 = add %x_218, 1.0f
store %f, %140
next_iteration %b12
}
}
exit_if # if_2
}
}
%x_222:f32 = load %frameID_1
%142:f32 = add %x_222, 0.5f
store %param, %142
%x_225:mat4x4<f32> = call %getFrameData_f1_, %param
store %frameData, %x_225
%144:ptr<function, vec4<f32>, read_write> = access %frameData, 0i
%x_228:vec4<f32> = load %144
%146:ptr<uniform, vec2<f32>, read> = access %x_20, 5u
%x_231:vec2<f32> = load %146
%148:f32 = access %x_228, 3u
%149:f32 = access %x_228, 2u
%150:vec2<f32> = construct %148, %149
%151:vec2<f32> = div %150, %x_231
store %frameSize, %151
%152:ptr<function, vec4<f32>, read_write> = access %frameData, 0i
%x_235:vec4<f32> = load %152
%x_237:vec2<f32> = load %sheetUnits
%155:f32 = access %x_235, 0u
%156:f32 = access %x_235, 1u
%157:vec2<f32> = construct %155, %156
%158:vec2<f32> = mul %157, %x_237
store %offset_1, %158
%159:ptr<function, vec4<f32>, read_write> = access %frameData, 2i
%x_241:vec4<f32> = load %159
%161:ptr<function, vec4<f32>, read_write> = access %frameData, 0i
%x_244:vec4<f32> = load %161
%163:f32 = access %x_241, 0u
%164:f32 = access %x_241, 1u
%165:vec2<f32> = construct %163, %164
%166:f32 = access %x_244, 3u
%167:f32 = access %x_244, 2u
%168:vec2<f32> = construct %166, %167
%169:vec2<f32> = div %165, %168
store %ratio, %169
%170:ptr<function, vec4<f32>, read_write> = access %frameData, 2i
%x_248:f32 = load_vector_element %170, 2u
%172:bool = eq %x_248, 1.0f
if %172 [t: %b17] { # if_5
%b17 = block { # true
%x_252:vec2<f32> = load %tileUV
%174:f32 = access %x_252, 1u
%175:f32 = access %x_252, 0u
%176:vec2<f32> = construct %174, %175
store %tileUV, %176
exit_if # if_5
}
}
%x_254:i32 = load %i
%178:bool = eq %x_254, 0i
if %178 [t: %b18, f: %b19] { # if_6
%b18 = block { # true
%x_263:vec2<f32> = load %tileUV
%x_264:vec2<f32> = load %frameSize
%x_266:vec2<f32> = load %offset_1
%182:texture_2d<f32> = load %spriteSheetTexture
%183:sampler = load %spriteSheetSampler
%184:vec2<f32> = mul %x_263, %x_264
%185:vec2<f32> = add %184, %x_266
%x_268:vec4<f32> = textureSample %182, %183, %185
store %color, %x_268
exit_if # if_6
}
%b19 = block { # false
%x_274:vec2<f32> = load %tileUV
%x_275:vec2<f32> = load %frameSize
%x_277:vec2<f32> = load %offset_1
%190:texture_2d<f32> = load %spriteSheetTexture
%191:sampler = load %spriteSheetSampler
%192:vec2<f32> = mul %x_274, %x_275
%193:vec2<f32> = add %192, %x_277
%x_279:vec4<f32> = textureSample %190, %191, %193
store %nc, %x_279
%x_283:f32 = load_vector_element %color, 3u
%x_285:f32 = load_vector_element %nc, 3u
%197:f32 = add %x_283, %x_285
%198:f32 = min %197, 1.0f
store %alpha, %198
%x_290:vec4<f32> = load %color
%x_292:vec4<f32> = load %nc
%x_295:f32 = load_vector_element %nc, 3u
%202:f32 = access %x_290, 0u
%203:f32 = access %x_290, 1u
%204:f32 = access %x_290, 2u
%205:vec3<f32> = construct %202, %203, %204
%206:f32 = access %x_292, 0u
%207:f32 = access %x_292, 1u
%208:f32 = access %x_292, 2u
%209:vec3<f32> = construct %206, %207, %208
%210:vec3<f32> = construct %x_295, %x_295, %x_295
%211:vec3<f32> = mix %205, %209, %210
store %mixed, %211
%x_298:vec3<f32> = load %mixed
%x_299:f32 = load %alpha
%214:f32 = access %x_298, 0u
%215:f32 = access %x_298, 1u
%216:f32 = access %x_298, 2u
%217:vec4<f32> = construct %214, %215, %216, %x_299
store %color, %217
exit_if # if_6
}
}
continue %b5
}
%b5 = block { # continuing
%x_304:i32 = load %i
%219:i32 = add %x_304, 1i
store %i, %219
next_iteration %b4
}
}
%220:ptr<uniform, vec3<f32>, read> = access %x_20, 8u
%x_310:vec3<f32> = load %220
%x_311:vec4<f32> = load %color
%223:f32 = access %x_311, 0u
%224:f32 = access %x_311, 1u
%225:f32 = access %x_311, 2u
%226:vec3<f32> = construct %223, %224, %225
%x_313:vec3<f32> = mul %226, %x_310
%x_314:vec4<f32> = load %color
%229:f32 = access %x_313, 0u
%230:f32 = access %x_313, 1u
%231:f32 = access %x_313, 2u
%232:f32 = access %x_314, 3u
%233:vec4<f32> = construct %229, %230, %231, %232
store %color, %233
%x_318:vec4<f32> = load %color
store %glFragColor, %x_318
ret
}
}
%tint_symbol = @fragment func(%tUV_param:vec2<f32> [@location(2)], %tileID_1_param:vec2<f32> [@location(5)], %levelUnits_param:vec2<f32> [@location(4)], %stageUnits_1_param:vec2<f32> [@location(3)], %vPosition_param:vec3<f32> [@location(0)], %vUV_param:vec2<f32> [@location(1)]):main_out -> %b20 {
%b20 = block {
store %tUV, %tUV_param
store %tileID_1, %tileID_1_param
store %levelUnits, %levelUnits_param
store %stageUnits_1, %stageUnits_1_param
store %vPosition, %vPosition_param
store %vUV, %vUV_param
%242:void = call %main_1
%243:vec4<f32> = load %glFragColor
%244:main_out = construct %243
ret %244
}
}
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. *
********************************************************************