| 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. * |
| ******************************************************************** |