blob: db8fde3796a85040f35b67fedb01a2fd139e221d [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%f_ = func():void -> %b2 {
%b2 = block {
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%5:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%x_35:f32 = load_vector_element %5, 1u
%7:bool = gt 1.0f, %x_35
if %7 [t: %b5] { # if_1
%b5 = block { # true
%x_40:f32 = load_vector_element %gl_FragCoord, 1u
%9:bool = lt %x_40, 0.0f
if %9 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
continue %b4
}
%b7 = block { # false
continue %b4
}
}
exit_if # if_1
}
}
discard
continue %b4
}
%b4 = block { # continuing
break_if true %b3
}
}
ret
}
}
%main_1 = func():void -> %b8 {
%b8 = block {
%11:void = call %f_
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%14:void = call %main_1
%15:vec4<f32> = load %x_GLF_color
%16:main_out = construct %15
ret %16
}
}
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. *
********************************************************************