blob: b0c066095556b2e685edce7b2d1cc58a5043a833 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<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_6: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 {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_72:ptr<function, i32, read_write> = var
%x_72_phi:ptr<function, i32, read_write> = var
%x_75_phi:ptr<function, i32, read_write> = var
%x_54:vec4<f32> = load %gl_FragCoord
%10:f32 = access %x_54, 0u
%11:f32 = access %x_54, 1u
%x_55:vec2<f32> = construct %10, %11
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_58:vec2<f32> = load %13
%x_59:vec2<f32> = div %x_55, %x_58
%16:f32 = access %x_59, 0u
%17:vec4<f32> = construct 0.0f, %x_55, 0.5f
%18:f32 = access %17, 3u
%19:vec4<f32> = construct %18, 10.0f, vec2<f32>(0.0f)
%20:f32 = access %19, 1u
%21:f32 = mul %16, %20
%22:i32 = convert %21
%23:f32 = access %x_59, 1u
%24:f32 = mul %23, 10.0f
%25:i32 = convert %24
%26:i32 = mul %25, 10i
%x_70:i32 = add %22, %26
store %x_72_phi, 100i
store %x_75_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_73:ptr<function, i32, read_write> = var
%x_76:ptr<function, i32, read_write> = var
%30:i32 = load %x_72_phi
store %x_72, %30
%x_75:i32 = load %x_75_phi
%32:bool = lt %x_75, %x_70
if %32 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%33:i32 = load %x_72
%34:i32 = bitcast %33
%35:i32 = mul 4i, %34
%36:i32 = load %x_72
%37:i32 = bitcast %36
%38:i32 = sub 1000i, %37
%39:i32 = mul %35, %38
%40:i32 = div %39, 1000i
store %x_73, %40
%41:i32 = add %x_75, 1i
store %x_76, %41
%42:i32 = load %x_73
store %x_72_phi, %42
%43:i32 = load %x_76
store %x_75_phi, %43
next_iteration %b3
}
}
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f))
%44:i32 = load %x_72
%45:i32 = mod %44, 16i
%46:i32 = bitcast %45
%47:ptr<function, vec4<f32>, read_write> = access %indexable, %46
%x_84:vec4<f32> = load %47
store %x_GLF_color, %x_84
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b7 {
%b7 = block {
store %gl_FragCoord, %gl_FragCoord_param
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************