blob: 93133c850be54e0eb26cdec357f538cb74ef93ef [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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%fx_ = func():f32 {
$B2: {
%5:f32 = load_vector_element %gl_FragCoord, 1u
%6:bool = gte %5, 0.0f
if %6 [t: $B3] { # if_1
$B3: { # true
%7:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%8:f32 = load_vector_element %7, 1u
%x_55:f32 = let %8
ret %x_55
}
}
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
if true [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
store %x_GLF_color, vec4<f32>(1.0f)
continue # -> $B5
}
$B5: { # continuing
next_iteration # -> $B4
}
}
ret 0.0f
}
}
%main_1 = func():void {
$B8: {
%x2:ptr<function, f32, read_write> = var
%B:ptr<function, f32, read_write> = var
%k0:ptr<function, f32, read_write> = var
store %x2, 1.0f
store %B, 1.0f
%14:f32 = call %fx_
%x_34:f32 = let %14
%16:vec4<f32> = construct %x_34, 0.0f, 0.0f, 1.0f
store %x_GLF_color, %16
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%17:f32 = load %x2
%18:bool = gt %17, 2.0f
if %18 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
%19:f32 = call %fx_
%x_43:f32 = let %19
%21:f32 = call %fx_
%x_44:f32 = let %21
%23:f32 = sub %x_43, %x_44
store %k0, %23
%24:f32 = load %k0
store %B, %24
%25:f32 = load %B
store %x2, %25
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B13: {
store %gl_FragCoord, %gl_FragCoord_param
%28:void = call %main_1
%29:vec4<f32> = load %x_GLF_color
%30:main_out = construct %29
ret %30
}
}
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. *
********************************************************************