| 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. * |
| ******************************************************************** |