blob: 83dd5606183db24b67cb6dd3c71f3634d7e6de44 [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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%odd_index:ptr<function, i32, read_write> = var
%even_index:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%ll:ptr<function, i32, read_write> = var
%x_59:ptr<function, bool, read_write> = var
%x_60:ptr<function, bool, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%11:f32 = load_vector_element %gl_FragCoord, 0u
%x_54:bool = lt %11, 128.0f
store %x_60, %x_54
if %x_54 [t: %b3] { # if_1
%b3 = block { # true
%13:f32 = load_vector_element %gl_FragCoord, 1u
%14:bool = lt %13, 128.0f
store %x_59, %14
%15:bool = load %x_59
store %x_60, %15
exit_if # if_1
}
}
%16:bool = load %x_60
if %16 [t: %b4] { # if_2
%b4 = block { # true
ret
}
}
store %odd_index, 0i
loop [b: %b5, c: %b6] { # loop_1
%b5 = block { # body
%17:i32 = load %odd_index
%18:bool = lte %17, 1i
if %18 [t: %b7, f: %b8] { # if_3
%b7 = block { # true
exit_if # if_3
}
%b8 = block { # false
exit_loop # loop_1
}
}
%19:f32 = load_vector_element %x_GLF_color, 0u
%20:f32 = add %19, 0.25f
store_vector_element %x_GLF_color, 0u, %20
%21:i32 = load %odd_index
%22:i32 = add %21, 1i
store %odd_index, %22
continue %b6
}
%b6 = block { # continuing
next_iteration %b5
}
}
store %even_index, 1i
loop [b: %b9, c: %b10] { # loop_2
%b9 = block { # body
%23:i32 = load %even_index
%24:bool = gte %23, 0i
if %24 [t: %b11, f: %b12] { # if_4
%b11 = block { # true
exit_if # if_4
}
%b12 = block { # false
exit_loop # loop_2
}
}
%25:f32 = load_vector_element %x_GLF_color, 0u
%26:f32 = add %25, 0.25f
store_vector_element %x_GLF_color, 0u, %26
%27:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%28:f32 = load_vector_element %27, 0u
%29:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%30:f32 = load_vector_element %29, 1u
%31:bool = gt %28, %30
if %31 [t: %b13] { # if_5
%b13 = block { # true
continue %b10
}
}
%32:i32 = load %even_index
%33:bool = gte %32, 1i
if %33 [t: %b14] { # if_6
%b14 = block { # true
discard
exit_if # if_6
}
}
store %j, 1i
loop [b: %b15, c: %b16] { # loop_3
%b15 = block { # body
if true [t: %b17, f: %b18] { # if_7
%b17 = block { # true
exit_if # if_7
}
%b18 = block { # false
exit_loop # loop_3
}
}
%34:i32 = load %ll
%35:bool = gte %34, 3i
if %35 [t: %b19] { # if_8
%b19 = block { # true
exit_loop # loop_3
}
}
%36:i32 = load %ll
%37:i32 = add %36, 1i
store %ll, %37
%38:i32 = load %j
%39:u32 = bitcast %38
%40:bool = lt %39, 1u
if %40 [t: %b20] { # if_9
%b20 = block { # true
continue %b16
}
}
%41:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%42:f32 = load_vector_element %41, 0u
%43:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%44:f32 = load_vector_element %43, 1u
%45:bool = gt %42, %44
if %45 [t: %b21] { # if_10
%b21 = block { # true
exit_loop # loop_3
}
}
continue %b16
}
%b16 = block { # continuing
%46:i32 = load %j
%47:i32 = add %46, 1i
store %j, %47
next_iteration %b15
}
}
%48:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%49:f32 = load_vector_element %48, 0u
%50:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%51:f32 = load_vector_element %50, 1u
%52:bool = gt %49, %51
if %52 [t: %b22] { # if_11
%b22 = block { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_11
}
}
%53:i32 = load %even_index
%54:i32 = sub %53, 1i
store %even_index, %54
continue %b10
}
%b10 = block { # continuing
next_iteration %b9
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b23 {
%b23 = block {
store %gl_FragCoord, %gl_FragCoord_param
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************