blob: a989a5d4f53101b364e57d90533189ad5f51bfdf [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one: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_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, vec2<f32>, read_write> = var
%b:ptr<function, vec3<f32>, read_write> = var
%x_105:ptr<function, bool, read_write> = var
%x_106:ptr<function, bool, read_write> = var
%x_111:ptr<function, bool, read_write> = var
%x_112:ptr<function, bool, read_write> = var
store %a, vec2<f32>(1.0f)
store %b, vec3<f32>(0.0f)
%11:f32 = load_vector_element %gl_FragCoord, 1u
%12:i32 = call %tint_f32_to_i32, %11
%14:bool = lt %12, 40i
if %14 [t: $B3, f: $B4] { # if_1
$B3: { # true
store %b, vec3<f32>(0.10000000149011611938f)
exit_if # if_1
}
$B4: { # false
%15:f32 = load_vector_element %gl_FragCoord, 1u
%16:i32 = call %tint_f32_to_i32, %15
%17:bool = lt %16, 60i
if %17 [t: $B5, f: $B6] { # if_2
$B5: { # true
store %b, vec3<f32>(0.20000000298023223877f)
exit_if # if_2
}
$B6: { # false
%18:f32 = load_vector_element %gl_FragCoord, 1u
%19:bool = lt %18, 80.0f
if %19 [t: $B7, f: $B8] { # if_3
$B7: { # true
%20:f32 = load_vector_element %a, 0u
%21:vec3<f32> = construct %20
%22:vec3<f32> = let %21
%23:ptr<uniform, f32, read> = access %x_8, 0u
%24:f32 = load %23
%25:vec3<f32> = construct %24
%26:vec3<f32> = add %22, %25
%27:vec3<f32> = cos %26
%28:vec3<f32> = add %27, vec3<f32>(0.00999999977648258209f)
store %b, %28
exit_if # if_3
}
$B8: { # false
%29:f32 = load_vector_element %gl_FragCoord, 1u
%30:i32 = call %tint_f32_to_i32, %29
%31:bool = lt %30, 100i
if %31 [t: $B9, f: $B10] { # if_4
$B9: { # true
%32:ptr<uniform, f32, read> = access %x_8, 0u
%33:f32 = load %32
%34:vec3<f32> = construct %33
%35:vec3<f32> = cos %34
store %b, %35
exit_if # if_4
}
$B10: { # false
%36:f32 = load_vector_element %gl_FragCoord, 1u
%37:i32 = call %tint_f32_to_i32, %36
%38:bool = lt %37, 500i
if %38 [t: $B11] { # if_5
$B11: { # true
store %b, vec3<f32>(0.540302276611328125f, 0.540302276611328125f, -0.99996083974838256836f)
exit_if # if_5
}
}
exit_if # if_4
}
}
exit_if # if_3
}
}
exit_if # if_2
}
}
exit_if # if_1
}
}
%39:f32 = load_vector_element %b, 0u
%40:bool = lt %39, 1.01999998092651367188f
%x_100:bool = let %40
store %x_106, %x_100
if %x_100 [t: $B12] { # if_6
$B12: { # true
%42:f32 = load_vector_element %b, 1u
%43:bool = lt %42, 1.01999998092651367188f
store %x_105, %43
%44:bool = load %x_105
store %x_106, %44
exit_if # if_6
}
}
%45:bool = load %x_106
store %x_112, %45
%46:bool = load %x_106
if %46 [t: $B13] { # if_7
$B13: { # true
%47:f32 = load_vector_element %b, 2u
%48:bool = lt %47, 1.01999998092651367188f
store %x_111, %48
%49:bool = load %x_111
store %x_112, %49
exit_if # if_7
}
}
%50:bool = load %x_112
if %50 [t: $B14, f: $B15] { # if_8
$B14: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_8
}
$B15: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_8
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B16: {
store %gl_FragCoord, %gl_FragCoord_param
%53:void = call %main_1
%54:vec4<f32> = load %x_GLF_color
%55:main_out = construct %54
ret %55
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B17: {
%57:i32 = convert %value
%58:bool = gte %value, -2147483648.0f
%59:i32 = select -2147483648i, %57, %58
%60:bool = lte %value, 2147483520.0f
%61:i32 = select 2147483647i, %59, %60
ret %61
}
}
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. *
********************************************************************