blob: 08ad7cc2aea612af9c44960b0809401b6358c817 [file] [log] [blame]
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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%loop_count:ptr<function, i32, read_write> = var
store %loop_count, 0i
%6:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%7:f32 = load_vector_element %6, 0u
%x_33:f32 = let %7
%9:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%10:f32 = load_vector_element %9, 1u
%x_35:f32 = let %10
%12:bool = gt %x_33, %x_35
%x_36:bool = let %12
if %x_36 [t: $B3] { # if_1
$B3: { # true
ret
}
}
%14:f32 = load_vector_element %gl_FragCoord, 0u
%x_40:f32 = let %14
%16:bool = lt %x_40, 0.0f
%x_41:bool = let %16
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%18:i32 = load %loop_count
%x_43:i32 = let %18
%20:bool = lt %x_43, 100i
if %20 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
if %x_36 [t: $B8] { # if_3
$B8: { # true
exit_loop # loop_1
}
}
if %x_36 [t: $B9, f: $B10] { # if_4
$B9: { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_4
}
$B10: { # false
if %x_41 [t: $B11] { # if_5
$B11: { # true
ret
}
}
exit_if # if_4
}
}
if %x_36 [t: $B12, f: $B13] { # if_6
$B12: { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_6
}
$B13: { # false
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_6
}
}
if %x_36 [t: $B14] { # if_7
$B14: { # true
ret
}
}
if %x_41 [t: $B15] { # if_8
$B15: { # true
loop [b: $B16, c: $B17] { # loop_2
$B16: { # body
%21:i32 = load %loop_count
%x_63:i32 = let %21
%23:bool = lt %x_63, 100i
if %23 [t: $B18, f: $B19] { # if_9
$B18: { # true
exit_if # if_9
}
$B19: { # false
exit_loop # loop_2
}
}
continue # -> $B17
}
$B17: { # continuing
%24:i32 = load %loop_count
%x_67:i32 = let %24
%26:i32 = add %x_67, 1i
store %loop_count, %26
next_iteration # -> $B16
}
}
exit_if # if_8
}
}
continue # -> $B5
}
$B5: { # continuing
%27:i32 = load %loop_count
%x_69:i32 = let %27
%29:i32 = add %x_69, 1i
store %loop_count, %29
next_iteration # -> $B4
}
}
%30:i32 = load %loop_count
%x_71:i32 = let %30
%32:bool = gte %x_71, 100i
if %32 [t: $B20, f: $B21] { # if_10
$B20: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_10
}
$B21: { # false
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_10
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B22: {
store %gl_FragCoord, %gl_FragCoord_param
%35:void = call %main_1
%36:vec4<f32> = load %x_GLF_color
%37:main_out = construct %36
ret %37
}
}
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. *
********************************************************************