| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # 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: { |
| %x_30:ptr<function, bool, read_write> = var |
| %x_47:ptr<function, f32, read_write> = var |
| %7:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %8:f32 = load_vector_element %7, 0u |
| %9:bool = gt %8, 1.0f |
| store %x_30, %9 |
| %10:bool = load %x_30 |
| if %10 [t: $B3] { # if_1 |
| $B3: { # true |
| loop [b: $B4] { # loop_1 |
| $B4: { # body |
| loop [b: $B5, c: $B6] { # loop_2 |
| $B5: { # body |
| %11:f32 = load_vector_element %gl_FragCoord, 0u |
| %12:bool = lt %11, 0.0f |
| if %12 [t: $B7] { # if_2 |
| $B7: { # true |
| %13:bool = load %x_30 |
| if %13 [t: $B8, f: $B9] { # if_3 |
| $B8: { # true |
| store %x_47, 1.0f |
| exit_loop # loop_2 |
| } |
| $B9: { # false |
| continue # -> $B6 |
| } |
| } |
| exit_if # if_2 |
| } |
| } |
| store %x_47, 0.0f |
| exit_loop # loop_2 |
| } |
| $B6: { # continuing |
| next_iteration # -> $B5 |
| } |
| } |
| exit_loop # loop_1 |
| } |
| } |
| %x_48_1:ptr<function, vec4<f32>, read_write> = var, vec4<f32>(0.0f) |
| %15:f32 = load %x_47 |
| store_vector_element %x_48_1, 1u, %15 |
| %16:vec4<f32> = load %x_48_1 |
| store %x_GLF_color, %16 |
| exit_if # if_1 |
| } |
| } |
| 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 { |
| $B10: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %19:void = call %main_1 |
| %20:vec4<f32> = load %x_GLF_color |
| %21:main_out = construct %20 |
| ret %21 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |