blob: 98fb23e27fa5614dbe02514980873e314e8cb318 [file] [log] [blame]
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. *
********************************************************************