| 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 |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %i:ptr<function, i32, read_write> = var |
| %i_1:ptr<function, i32, read_write> = var |
| %i_2:ptr<function, i32, read_write> = var |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| store %i, 0i |
| %8:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %9:f32 = load_vector_element %8, 1u |
| %10:bool = lt %9, 0.0f |
| if %10 [t: $B3, f: $B4] { # if_1 |
| $B3: { # true |
| exit_if # if_1 |
| } |
| $B4: { # false |
| %x_42:ptr<function, bool, read_write> = var |
| %12:f32 = load_vector_element %gl_FragCoord, 1u |
| %13:bool = lt %12, -1.0f |
| store %x_42, %13 |
| %14:bool = load %x_42 |
| if %14 [t: $B5, f: $B6] { # if_2 |
| $B5: { # true |
| exit_if # if_2 |
| } |
| $B6: { # false |
| loop [b: $B7, c: $B8] { # loop_1 |
| $B7: { # body |
| %15:i32 = load %i |
| %16:bool = gte %15, 256i |
| if %16 [t: $B9] { # if_3 |
| $B9: { # true |
| exit_loop # loop_1 |
| } |
| } |
| loop [b: $B10, c: $B11] { # loop_2 |
| $B10: { # body |
| store %i_1, 0i |
| loop [b: $B12, c: $B13] { # loop_3 |
| $B12: { # body |
| %17:i32 = load %i_1 |
| %18:bool = lt %17, 1i |
| if %18 [t: $B14, f: $B15] { # if_4 |
| $B14: { # true |
| exit_if # if_4 |
| } |
| $B15: { # false |
| exit_loop # loop_3 |
| } |
| } |
| %19:bool = load %x_42 |
| if %19 [t: $B16] { # if_5 |
| $B16: { # true |
| store %i_2, 0i |
| loop [b: $B17, c: $B18] { # loop_4 |
| $B17: { # body |
| %20:i32 = load %i_2 |
| %21:bool = lt %20, 1i |
| if %21 [t: $B19, f: $B20] { # if_6 |
| $B19: { # true |
| exit_if # if_6 |
| } |
| $B20: { # false |
| exit_loop # loop_4 |
| } |
| } |
| continue # -> $B18 |
| } |
| $B18: { # continuing |
| %22:i32 = load %i_2 |
| %23:i32 = add %22, 1i |
| store %i_2, %23 |
| next_iteration # -> $B17 |
| } |
| } |
| continue # -> $B13 |
| } |
| } |
| ret |
| } |
| $B13: { # continuing |
| %24:i32 = load %i_1 |
| %25:i32 = add %24, 1i |
| store %i_1, %25 |
| next_iteration # -> $B12 |
| } |
| } |
| continue # -> $B11 |
| } |
| $B11: { # continuing |
| break_if true # -> [t: exit_loop loop_2, f: $B10] |
| } |
| } |
| continue # -> $B8 |
| } |
| $B8: { # continuing |
| break_if true # -> [t: exit_loop loop_1, f: $B7] |
| } |
| } |
| exit_if # if_2 |
| } |
| } |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B21: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %28:void = call %main_1 |
| %29:vec4<f32> = load %x_GLF_color |
| %30:main_out = construct %29 |
| ret %30 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |