| 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_9:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %continue_execution:ptr<private, bool, read_write> = var, true |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %v:ptr<function, vec2<f32>, read_write> = var |
| %floats:ptr<function, array<f32, 9>, read_write> = var |
| %one:ptr<function, i32, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %alwaysFalse:ptr<function, bool, read_write> = var |
| store %v, vec2<f32>(0.0f) |
| %11:ptr<function, f32, read_write> = access %floats, 1i |
| store %11, 0.0f |
| %12:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %13:f32 = load_vector_element %12, 1u |
| %14:i32 = call %tint_f32_to_i32, %13 |
| store %one, %14 |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| store %i, 0i |
| loop [b: $B5, c: $B6] { # loop_2 |
| $B5: { # body |
| %16:i32 = load %i |
| %17:i32 = load %one |
| %18:bool = lt %16, %17 |
| if %18 [t: $B7, f: $B8] { # if_1 |
| $B7: { # true |
| exit_if # if_1 |
| } |
| $B8: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %19:i32 = load %i |
| %20:bool = eq %19, 0i |
| if %20 [t: $B9] { # if_2 |
| $B9: { # true |
| %21:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %22:f32 = load_vector_element %21, 0u |
| %23:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %24:f32 = load_vector_element %23, 1u |
| %25:bool = gt %22, %24 |
| store %alwaysFalse, %25 |
| %26:bool = load %alwaysFalse |
| %27:bool = eq %26, false |
| if %27 [t: $B10] { # if_3 |
| $B10: { # true |
| %28:i32 = load %one |
| %x_73:i32 = let %28 |
| %30:ptr<function, f32, read_write> = access %floats, %x_73 |
| store %30, 1.0f |
| store %x_GLF_color, vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f) |
| exit_if # if_3 |
| } |
| } |
| %31:i32 = load %one |
| %x_75:i32 = let %31 |
| store_vector_element %v, %x_75, 1.0f |
| %33:bool = load %alwaysFalse |
| if %33 [t: $B11] { # if_4 |
| $B11: { # true |
| store %continue_execution, false |
| exit_if # if_4 |
| } |
| } |
| %34:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %35:f32 = load_vector_element %34, 1u |
| %36:bool = lt %35, 0.0f |
| if %36 [t: $B12] { # if_5 |
| $B12: { # true |
| store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f) |
| exit_if # if_5 |
| } |
| } |
| exit_if # if_2 |
| } |
| } |
| continue # -> $B6 |
| } |
| $B6: { # continuing |
| %37:i32 = load %i |
| %38:i32 = add %37, 1i |
| store %i, %38 |
| next_iteration # -> $B5 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %39:i32 = load %one |
| %x_87:i32 = let %39 |
| %41:bool = lt %x_87, 0i |
| %42:bool = eq %41, false |
| break_if %42 # -> [t: exit_loop loop_1, f: $B3] |
| } |
| } |
| %x_102:ptr<function, bool, read_write> = var |
| %x_103:ptr<function, bool, read_write> = var |
| %45:f32 = load_vector_element %gl_FragCoord, 1u |
| %46:bool = gte %45, 0.0f |
| if %46 [t: $B13, f: $B14] { # if_6 |
| $B13: { # true |
| %47:f32 = load_vector_element %v, 1u |
| %48:bool = eq %47, 1.0f |
| %x_97:bool = let %48 |
| store %x_103, %x_97 |
| if %x_97 [t: $B15] { # if_7 |
| $B15: { # true |
| %50:ptr<function, f32, read_write> = access %floats, 1i |
| %51:f32 = load %50 |
| %52:bool = eq %51, 1.0f |
| store %x_102, %52 |
| %53:bool = load %x_102 |
| store %x_103, %53 |
| exit_if # if_7 |
| } |
| } |
| %54:bool = load %x_103 |
| if %54 [t: $B16] { # if_8 |
| $B16: { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_8 |
| } |
| } |
| exit_if # if_6 |
| } |
| $B14: { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_6 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B17: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %57:void = call %main_1 |
| %58:vec4<f32> = load %x_GLF_color |
| %59:main_out = construct %58 |
| %60:bool = load %continue_execution |
| %61:bool = eq %60, false |
| if %61 [t: $B18] { # if_9 |
| $B18: { # true |
| terminate_invocation |
| } |
| } |
| ret %59 |
| } |
| } |
| %tint_f32_to_i32 = func(%value:f32):i32 { |
| $B19: { |
| %63:i32 = convert %value |
| %64:bool = gte %value, -2147483648.0f |
| %65:i32 = select -2147483648i, %63, %64 |
| %66:bool = lte %value, 2147483520.0f |
| %67:i32 = select 2147483647i, %65, %66 |
| ret %67 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |