blob: f106595d6e8465aa8af71d0d65e120996fab84e0 [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_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
%x_35:f32 = let %9
%11:bool = lt %x_35, 0.0f
if %11 [t: $B3, f: $B4] { # if_1
$B3: { # true
exit_if # if_1
}
$B4: { # false
%x_42:ptr<function, bool, read_write> = var
%13:f32 = load_vector_element %gl_FragCoord, 1u
%x_41:f32 = let %13
%15:bool = lt %x_41, -1.0f
store %x_42, %15
%16:bool = load %x_42
if %16 [t: $B5, f: $B6] { # if_2
$B5: { # true
exit_if # if_2
}
$B6: { # false
loop [b: $B7, c: $B8] { # loop_1
$B7: { # body
%17:i32 = load %i
%x_50:i32 = let %17
%19:bool = gte %x_50, 256i
if %19 [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
%20:i32 = load %i_1
%x_58:i32 = let %20
%22:bool = lt %x_58, 1i
if %22 [t: $B14, f: $B15] { # if_4
$B14: { # true
exit_if # if_4
}
$B15: { # false
exit_loop # loop_3
}
}
%23:bool = load %x_42
if %23 [t: $B16] { # if_5
$B16: { # true
store %i_2, 0i
loop [b: $B17, c: $B18] { # loop_4
$B17: { # body
%24:i32 = load %i_2
%x_66:i32 = let %24
%26:bool = lt %x_66, 1i
if %26 [t: $B19, f: $B20] { # if_6
$B19: { # true
exit_if # if_6
}
$B20: { # false
exit_loop # loop_4
}
}
continue # -> $B18
}
$B18: { # continuing
%27:i32 = load %i_2
%x_70:i32 = let %27
%29:i32 = add %x_70, 1i
store %i_2, %29
next_iteration # -> $B17
}
}
continue # -> $B13
}
}
ret
}
$B13: { # continuing
%30:i32 = load %i_1
%x_72:i32 = let %30
%32:i32 = add %x_72, 1i
store %i_1, %32
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
%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. *
********************************************************************