| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(4) { |
| one: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_8: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 { |
| %a:ptr<function, vec2<f32>, read_write> = var |
| %b:ptr<function, vec3<f32>, read_write> = var |
| %x_105:ptr<function, bool, read_write> = var |
| %x_106:ptr<function, bool, read_write> = var |
| %x_111:ptr<function, bool, read_write> = var |
| %x_112:ptr<function, bool, read_write> = var |
| store %a, vec2<f32>(1.0f) |
| store %b, vec3<f32>(0.0f) |
| %11:f32 = load_vector_element %gl_FragCoord, 1u |
| %12:i32 = convert %11 |
| %13:bool = lt %12, 40i |
| if %13 [t: %b3, f: %b4] { # if_1 |
| %b3 = block { # true |
| store %b, vec3<f32>(0.10000000149011611938f) |
| exit_if # if_1 |
| } |
| %b4 = block { # false |
| %14:f32 = load_vector_element %gl_FragCoord, 1u |
| %15:i32 = convert %14 |
| %16:bool = lt %15, 60i |
| if %16 [t: %b5, f: %b6] { # if_2 |
| %b5 = block { # true |
| store %b, vec3<f32>(0.20000000298023223877f) |
| exit_if # if_2 |
| } |
| %b6 = block { # false |
| %17:f32 = load_vector_element %gl_FragCoord, 1u |
| %18:bool = lt %17, 80.0f |
| if %18 [t: %b7, f: %b8] { # if_3 |
| %b7 = block { # true |
| %19:f32 = load_vector_element %a, 0u |
| %20:vec3<f32> = construct %19 |
| %21:ptr<uniform, f32, read> = access %x_8, 0u |
| %22:f32 = load %21 |
| %23:vec3<f32> = construct %22 |
| %24:vec3<f32> = add %20, %23 |
| %25:vec3<f32> = cos %24 |
| %26:vec3<f32> = add %25, vec3<f32>(0.00999999977648258209f) |
| store %b, %26 |
| exit_if # if_3 |
| } |
| %b8 = block { # false |
| %27:f32 = load_vector_element %gl_FragCoord, 1u |
| %28:i32 = convert %27 |
| %29:bool = lt %28, 100i |
| if %29 [t: %b9, f: %b10] { # if_4 |
| %b9 = block { # true |
| %30:ptr<uniform, f32, read> = access %x_8, 0u |
| %31:f32 = load %30 |
| %32:vec3<f32> = construct %31 |
| %33:vec3<f32> = cos %32 |
| store %b, %33 |
| exit_if # if_4 |
| } |
| %b10 = block { # false |
| %34:f32 = load_vector_element %gl_FragCoord, 1u |
| %35:i32 = convert %34 |
| %36:bool = lt %35, 500i |
| if %36 [t: %b11] { # if_5 |
| %b11 = block { # true |
| store %b, vec3<f32>(0.540302276611328125f, 0.540302276611328125f, -0.99996083974838256836f) |
| exit_if # if_5 |
| } |
| } |
| exit_if # if_4 |
| } |
| } |
| exit_if # if_3 |
| } |
| } |
| exit_if # if_2 |
| } |
| } |
| exit_if # if_1 |
| } |
| } |
| %37:f32 = load_vector_element %b, 0u |
| %x_100:bool = lt %37, 1.01999998092651367188f |
| store %x_106, %x_100 |
| if %x_100 [t: %b12] { # if_6 |
| %b12 = block { # true |
| %39:f32 = load_vector_element %b, 1u |
| %40:bool = lt %39, 1.01999998092651367188f |
| store %x_105, %40 |
| %41:bool = load %x_105 |
| store %x_106, %41 |
| exit_if # if_6 |
| } |
| } |
| %42:bool = load %x_106 |
| store %x_112, %42 |
| %43:bool = load %x_106 |
| if %43 [t: %b13] { # if_7 |
| %b13 = block { # true |
| %44:f32 = load_vector_element %b, 2u |
| %45:bool = lt %44, 1.01999998092651367188f |
| store %x_111, %45 |
| %46:bool = load %x_111 |
| store %x_112, %46 |
| exit_if # if_7 |
| } |
| } |
| %47:bool = load %x_112 |
| if %47 [t: %b14, f: %b15] { # if_8 |
| %b14 = block { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_8 |
| } |
| %b15 = block { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_8 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b16 { |
| %b16 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %50:void = call %main_1 |
| %51:vec4<f32> = load %x_GLF_color |
| %52:main_out = construct %51 |
| ret %52 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |