| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0) |
| } |
| |
| strided_arr_1 = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| buf1 = struct @align(4) { |
| x_GLF_uniform_float_values:array<strided_arr_1, 2> @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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %continue_execution:ptr<private, bool, read_write> = var, true |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %i:ptr<function, i32, read_write> = var |
| %8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %9:i32 = load %8 |
| %10:f32 = convert %9 |
| %11:vec4<f32> = construct %10 |
| store %x_GLF_color, %11 |
| %12:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %13:i32 = load %12 |
| store %i, %13 |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %14:i32 = load %i |
| %15:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u |
| %16:i32 = load %15 |
| %17:bool = lt %14, %16 |
| if %17 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %18:f32 = load_vector_element %gl_FragCoord, 1u |
| %19:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u |
| %20:f32 = load %19 |
| %21:bool = lt %18, %20 |
| if %21 [t: $B7] { # if_2 |
| $B7: { # true |
| %22:f32 = load_vector_element %gl_FragCoord, 0u |
| %23:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u |
| %24:f32 = load %23 |
| %25:bool = lt %22, %24 |
| if %25 [t: $B8] { # if_3 |
| $B8: { # true |
| ret |
| } |
| } |
| %26:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u |
| %27:f32 = load %26 |
| %28:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u |
| %29:f32 = load %28 |
| %30:bool = gt %27, %29 |
| if %30 [t: $B9] { # if_4 |
| $B9: { # true |
| ret |
| } |
| } |
| store %continue_execution, false |
| exit_if # if_2 |
| } |
| } |
| %31:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u |
| %32:f32 = load %31 |
| %33:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u |
| %34:f32 = load %33 |
| %35:bool = gt %32, %34 |
| if %35 [t: $B10] { # if_5 |
| $B10: { # true |
| %36:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %37:i32 = load %36 |
| %38:f32 = convert %37 |
| %39:f32 = let %38 |
| %40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %41:i32 = load %40 |
| %42:f32 = convert %41 |
| %43:f32 = let %42 |
| %44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %45:i32 = load %44 |
| %46:f32 = convert %45 |
| %47:f32 = let %46 |
| %48:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %49:i32 = load %48 |
| %50:f32 = convert %49 |
| %51:vec4<f32> = construct %39, %43, %47, %50 |
| store %x_GLF_color, %51 |
| exit_loop # loop_1 |
| } |
| } |
| %52:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u |
| %53:f32 = load %52 |
| %54:bool = lt %53, 0.0f |
| if %54 [t: $B11] { # if_6 |
| $B11: { # true |
| store %continue_execution, false |
| exit_if # if_6 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %55:i32 = load %i |
| %56:i32 = add %55, 1i |
| store %i, %56 |
| next_iteration # -> $B3 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B12: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %59:void = call %main_1 |
| %60:vec4<f32> = load %x_GLF_color |
| %61:main_out = construct %60 |
| %62:bool = load %continue_execution |
| %63:bool = eq %62, false |
| if %63 [t: $B13] { # if_7 |
| $B13: { # true |
| terminate_invocation |
| } |
| } |
| 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. * |
| ******************************************************************** |