blob: 04b32e32cf541b65ed4b836332aaec5ce477b9ac [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 {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_66:ptr<function, i32, read_write> = var
%x_69:ptr<function, i32, read_write> = var
%8:vec4<f32> = load %gl_FragCoord
%9:vec2<f32> = swizzle %8, xy
%10:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%11:vec2<f32> = load %10
%x_56:vec2<f32> = div %9, %11
%13:f32 = access %x_56, 0u
%14:f32 = mul %13, 10.0f
%15:i32 = convert %14
%16:f32 = access %x_56, 1u
%17:f32 = mul %16, 10.0f
%18:i32 = convert %17
%19:i32 = mul %18, 10i
%x_64:i32 = add %15, %19
store %x_66, 100i
store %x_69, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_67:ptr<function, i32, read_write> = var
%x_70:ptr<function, i32, read_write> = var
%23:i32 = load %x_69
%24:bool = lt %23, %x_64
if %24 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%25:i32 = load %x_66
%26:i32 = mul 4i, %25
%27:i32 = load %x_66
%28:i32 = sub 1000i, %27
%29:i32 = mul %26, %28
%30:i32 = div %29, 1000i
store %x_67, %30
%31:i32 = load %x_69
%32:i32 = add %31, 1i
store %x_70, %32
%33:i32 = load %x_67
store %x_66, %33
%34:i32 = load %x_70
store %x_69, %34
next_iteration %b3
}
}
store %indexable, 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))
%35:i32 = load %x_66
%36:i32 = mod %35, 16i
%37:ptr<function, vec4<f32>, read_write> = access %indexable, %36
%38:vec4<f32> = load %37
store %x_GLF_color, %38
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b7 {
%b7 = block {
store %gl_FragCoord, %gl_FragCoord_param
%41:void = call %main_1
%42:vec4<f32> = load %x_GLF_color
%43:main_out = construct %42
ret %43
}
}
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. *
********************************************************************