| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # root |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %continue_execution:ptr<private, bool, read_write> = var, true |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %odd_index:ptr<function, i32, read_write> = var |
| %even_index:ptr<function, i32, read_write> = var |
| %j:ptr<function, i32, read_write> = var |
| %ll:ptr<function, i32, read_write> = var |
| %x_59:ptr<function, bool, read_write> = var |
| %x_60:ptr<function, bool, read_write> = var |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| %12:f32 = load_vector_element %gl_FragCoord, 0u |
| %13:bool = lt %12, 128.0f |
| %x_54:bool = let %13 |
| store %x_60, %x_54 |
| if %x_54 [t: $B3] { # if_1 |
| $B3: { # true |
| %15:f32 = load_vector_element %gl_FragCoord, 1u |
| %16:bool = lt %15, 128.0f |
| store %x_59, %16 |
| %17:bool = load %x_59 |
| store %x_60, %17 |
| exit_if # if_1 |
| } |
| } |
| %18:bool = load %x_60 |
| if %18 [t: $B4] { # if_2 |
| $B4: { # true |
| ret |
| } |
| } |
| store %odd_index, 0i |
| loop [b: $B5, c: $B6] { # loop_1 |
| $B5: { # body |
| %19:i32 = load %odd_index |
| %20:bool = lte %19, 1i |
| if %20 [t: $B7, f: $B8] { # if_3 |
| $B7: { # true |
| exit_if # if_3 |
| } |
| $B8: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %21:f32 = load_vector_element %x_GLF_color, 0u |
| %22:f32 = add %21, 0.25f |
| store_vector_element %x_GLF_color, 0u, %22 |
| %23:i32 = load %odd_index |
| %24:i32 = add %23, 1i |
| store %odd_index, %24 |
| continue # -> $B6 |
| } |
| $B6: { # continuing |
| next_iteration # -> $B5 |
| } |
| } |
| store %even_index, 1i |
| loop [b: $B9, c: $B10] { # loop_2 |
| $B9: { # body |
| %25:i32 = load %even_index |
| %26:bool = gte %25, 0i |
| if %26 [t: $B11, f: $B12] { # if_4 |
| $B11: { # true |
| exit_if # if_4 |
| } |
| $B12: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %27:f32 = load_vector_element %x_GLF_color, 0u |
| %28:f32 = add %27, 0.25f |
| store_vector_element %x_GLF_color, 0u, %28 |
| %29:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %30:f32 = load_vector_element %29, 0u |
| %31:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %32:f32 = load_vector_element %31, 1u |
| %33:bool = gt %30, %32 |
| if %33 [t: $B13] { # if_5 |
| $B13: { # true |
| continue # -> $B10 |
| } |
| } |
| %34:i32 = load %even_index |
| %35:bool = gte %34, 1i |
| if %35 [t: $B14] { # if_6 |
| $B14: { # true |
| store %continue_execution, false |
| exit_if # if_6 |
| } |
| } |
| store %j, 1i |
| loop [b: $B15, c: $B16] { # loop_3 |
| $B15: { # body |
| if true [t: $B17, f: $B18] { # if_7 |
| $B17: { # true |
| exit_if # if_7 |
| } |
| $B18: { # false |
| exit_loop # loop_3 |
| } |
| } |
| %36:i32 = load %ll |
| %37:bool = gte %36, 3i |
| if %37 [t: $B19] { # if_8 |
| $B19: { # true |
| exit_loop # loop_3 |
| } |
| } |
| %38:i32 = load %ll |
| %39:i32 = add %38, 1i |
| store %ll, %39 |
| %40:i32 = load %j |
| %41:u32 = bitcast %40 |
| %42:bool = lt %41, 1u |
| if %42 [t: $B20] { # if_9 |
| $B20: { # true |
| continue # -> $B16 |
| } |
| } |
| %43:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %44:f32 = load_vector_element %43, 0u |
| %45:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %46:f32 = load_vector_element %45, 1u |
| %47:bool = gt %44, %46 |
| if %47 [t: $B21] { # if_10 |
| $B21: { # true |
| exit_loop # loop_3 |
| } |
| } |
| continue # -> $B16 |
| } |
| $B16: { # continuing |
| %48:i32 = load %j |
| %49:i32 = add %48, 1i |
| store %j, %49 |
| next_iteration # -> $B15 |
| } |
| } |
| %50:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %51:f32 = load_vector_element %50, 0u |
| %52:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %53:f32 = load_vector_element %52, 1u |
| %54:bool = gt %51, %53 |
| if %54 [t: $B22] { # if_11 |
| $B22: { # true |
| store %x_GLF_color, vec4<f32>(1.0f) |
| exit_if # if_11 |
| } |
| } |
| %55:i32 = load %even_index |
| %56:i32 = sub %55, 1i |
| store %even_index, %56 |
| continue # -> $B10 |
| } |
| $B10: { # continuing |
| next_iteration # -> $B9 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B23: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %59:void = call %main_1 |
| %60:vec4<f32> = load %x_GLF_color |
| %61:main_out = construct %60 |
| %62:bool = load %continue_execution |
| %63:bool = eq %62, false |
| if %63 [t: $B24] { # if_12 |
| $B24: { # true |
| terminate_invocation |
| } |
| } |
| ret %61 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |