blob: be17432dcaa0cafcf4bf026114ff09add0e98dc0 [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_69:ptr<function, i32, read_write> = var
%x_69_phi:ptr<function, i32, read_write> = var
%x_72_phi:ptr<function, i32, read_write> = var
%x_55:vec4<f32> = load %gl_FragCoord
%10:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_58:vec2<f32> = load %10
%12:f32 = access %x_55, 0u
%13:f32 = access %x_55, 1u
%14:vec2<f32> = construct %12, %13
%x_59:vec2<f32> = div %14, %x_58
%16:f32 = access %x_59, 0u
%17:f32 = mul %16, 10.0f
%18:i32 = convert %17
%19:f32 = access %x_59, 1u
%20:f32 = mul %19, 10.0f
%21:i32 = convert %20
%22:i32 = mul %21, 10i
%x_67:i32 = add %18, %22
store %x_69_phi, 100i
store %x_72_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_70:ptr<function, i32, read_write> = var
%x_73:ptr<function, i32, read_write> = var
%26:i32 = load %x_69_phi
store %x_69, %26
%x_72:i32 = load %x_72_phi
%28:bool = lt %x_72, %x_67
if %28 [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
%29:i32 = load %x_69
%30:i32 = bitcast %29
%31:i32 = mul 4i, %30
%32:i32 = load %x_69
%33:i32 = bitcast %32
%34:i32 = sub 1000i, %33
%35:i32 = mul %31, %34
%36:i32 = div %35, 1000i
store %x_70, %36
%37:i32 = add %x_72, 1i
store %x_73, %37
%38:i32 = load %x_70
store %x_69_phi, %38
%39:i32 = load %x_73
store %x_72_phi, %39
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))
%x_80:array<vec4<f32>, 16> = load %indexable
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f))
store %indexable, %x_80
%x_81:vec2<f32> = let vec2<f32>(1.0f, 0.5f)
%42:i32 = load %x_69
%43:i32 = mod %42, 16i
%44:i32 = bitcast %43
%45:ptr<function, vec4<f32>, read_write> = access %indexable, %44
%x_83:vec4<f32> = load %45
store %x_GLF_color, %x_83
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b7 {
%b7 = block {
store %gl_FragCoord, %gl_FragCoord_param
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
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. *
********************************************************************