| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # 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 |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %a:ptr<function, i32, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %7:f32 = load_vector_element %gl_FragCoord, 0u |
| %8:i32 = call %tint_f32_to_i32, %7 |
| %10:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %11:i32 = load %10 |
| %12:bool = lt %8, %11 |
| %13:i32 = select -1i, 0i, %12 |
| store %a, %13 |
| store %i, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %14:i32 = load %i |
| %15:bool = lt %14, 5i |
| if %15 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %16:i32 = load %a |
| %17:i32 = call %tint_div_i32, %16, 2i |
| store %a, %17 |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %19:i32 = load %i |
| %20:i32 = add %19, 1i |
| store %i, %20 |
| next_iteration # -> $B3 |
| } |
| } |
| %21:i32 = load %a |
| %22:bool = eq %21, 0i |
| if %22 [t: $B7, f: $B8] { # if_2 |
| $B7: { # true |
| %23:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %24:i32 = load %23 |
| %25:f32 = convert %24 |
| %26:f32 = let %25 |
| %27:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %28:i32 = load %27 |
| %29:f32 = convert %28 |
| %30:f32 = let %29 |
| %31:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %32:i32 = load %31 |
| %33:f32 = convert %32 |
| %34:f32 = let %33 |
| %35:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %36:i32 = load %35 |
| %37:f32 = convert %36 |
| %38:vec4<f32> = construct %26, %30, %34, %37 |
| store %x_GLF_color, %38 |
| exit_if # if_2 |
| } |
| $B8: { # false |
| %39:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %40:i32 = load %39 |
| %41:f32 = convert %40 |
| %42:vec4<f32> = construct %41 |
| store %x_GLF_color, %42 |
| exit_if # if_2 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B9: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %45:void = call %main_1 |
| %46:vec4<f32> = load %x_GLF_color |
| %47:main_out = construct %46 |
| ret %47 |
| } |
| } |
| %tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 { |
| $B10: { |
| %50:bool = eq %rhs, 0i |
| %51:bool = eq %lhs, -2147483648i |
| %52:bool = eq %rhs, -1i |
| %53:bool = and %51, %52 |
| %54:bool = or %50, %53 |
| %55:i32 = select %rhs, 1i, %54 |
| %56:i32 = div %lhs, %55 |
| ret %56 |
| } |
| } |
| %tint_f32_to_i32 = func(%value:f32):i32 { |
| $B11: { |
| %58:i32 = convert %value |
| %59:bool = gte %value, -2147483648.0f |
| %60:i32 = select -2147483648i, %58, %59 |
| %61:bool = lte %value, 2147483520.0f |
| %62:i32 = select 2147483647i, %60, %61 |
| ret %62 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |