| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) { |
| injectionSwitch: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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %func_ = func():f32 -> %b2 { |
| %b2 = block { |
| %x:ptr<function, i32, read_write> = var |
| %x_99:f32 = load_vector_element %gl_FragCoord, 0u |
| %7:bool = lt %x_99, 1.0f |
| if %7 [t: %b3] { # if_1 |
| %b3 = block { # true |
| ret 5.0f |
| } |
| } |
| %8:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_104:f32 = load_vector_element %8, 0u |
| %10:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_106:f32 = load_vector_element %10, 1u |
| %12:bool = gt %x_104, %x_106 |
| if %12 [t: %b4] { # if_2 |
| %b4 = block { # true |
| ret 1.0f |
| } |
| } |
| %13:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_111:f32 = load_vector_element %13, 0u |
| %15:i32 = convert %x_111 |
| store %x, %15 |
| %16:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_114:f32 = load_vector_element %16, 0u |
| %x_118:i32 = load %x |
| %19:f32 = clamp %x_114, 0.0f, 1.0f |
| %20:i32 = convert %19 |
| %21:i32 = mul %20, 3i |
| %22:i32 = add %x_118, %21 |
| store %x, %22 |
| %x_120:i32 = load %x |
| %24:f32 = convert %x_120 |
| %25:f32 = add 5.0f, %24 |
| ret %25 |
| } |
| } |
| %main_1 = func():void -> %b5 { |
| %b5 = block { |
| %i:ptr<function, i32, read_write> = var |
| %j:ptr<function, i32, read_write> = var |
| %data:ptr<function, array<vec2<f32>, 17>, read_write> = var |
| store %i, 0i |
| loop [b: %b6, c: %b7] { # loop_1 |
| %b6 = block { # body |
| %x_48:i32 = load %i |
| %31:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_50:f32 = load_vector_element %31, 0u |
| %33:i32 = convert %x_50 |
| %34:i32 = add 4i, %33 |
| %35:bool = lt %x_48, %34 |
| if %35 [t: %b8, f: %b9] { # if_3 |
| %b8 = block { # true |
| exit_if # if_3 |
| } |
| %b9 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %x_56:f32 = load_vector_element %gl_FragCoord, 0u |
| %37:bool = gte %x_56, 0.0f |
| if %37 [t: %b10] { # if_4 |
| %b10 = block { # true |
| store %j, 0i |
| loop [b: %b11, c: %b12] { # loop_2 |
| %b11 = block { # body |
| %x_81:ptr<function, bool, read_write> = var |
| %x_82_phi:ptr<function, bool, read_write> = var |
| %x_64:i32 = load %j |
| %41:bool = lt %x_64, 4i |
| if %41 [t: %b13, f: %b14] { # if_5 |
| %b13 = block { # true |
| exit_if # if_5 |
| } |
| %b14 = block { # false |
| exit_loop # loop_2 |
| } |
| } |
| %x_67:i32 = load %j |
| %x_69:i32 = load %i |
| %x_71:f32 = call %func_ |
| %45:i32 = mul 4i, %x_67 |
| %46:i32 = add %45, %x_69 |
| %47:ptr<function, vec2<f32>, read_write> = access %data, %46 |
| store_vector_element %47, 0u, %x_71 |
| %48:ptr<function, vec2<f32>, read_write> = access %data, 0i |
| %x_74:f32 = load_vector_element %48, 0u |
| %x_75:bool = eq %x_74, 5.0f |
| store %x_82_phi, %x_75 |
| %51:bool = eq %x_75, false |
| if %51 [t: %b15] { # if_6 |
| %b15 = block { # true |
| %52:ptr<function, vec2<f32>, read_write> = access %data, 15i |
| %x_80:f32 = load_vector_element %52, 0u |
| %54:bool = eq %x_80, 5.0f |
| store %x_81, %54 |
| %55:bool = load %x_81 |
| store %x_82_phi, %55 |
| exit_if # if_6 |
| } |
| } |
| %x_82:bool = load %x_82_phi |
| if %x_82 [t: %b16, f: %b17] { # if_7 |
| %b16 = block { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_7 |
| } |
| %b17 = block { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_7 |
| } |
| } |
| %57:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_87:f32 = load_vector_element %57, 0u |
| %59:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %x_89:f32 = load_vector_element %59, 1u |
| %61:bool = gt %x_87, %x_89 |
| if %61 [t: %b18] { # if_8 |
| %b18 = block { # true |
| ret |
| } |
| } |
| continue %b12 |
| } |
| %b12 = block { # continuing |
| %x_93:i32 = load %j |
| %63:i32 = add %x_93, 1i |
| store %j, %63 |
| next_iteration %b11 |
| } |
| } |
| exit_if # if_4 |
| } |
| } |
| continue %b7 |
| } |
| %b7 = block { # continuing |
| %x_95:i32 = load %i |
| %65:i32 = add %x_95, 1i |
| store %i, %65 |
| next_iteration %b6 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b19 { |
| %b19 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %68:void = call %main_1 |
| %69:vec4<f32> = load %x_GLF_color |
| %70:main_out = construct %69 |
| ret %70 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |