| 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_5:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %x_36:ptr<function, bool, read_write> = var, false |
| %x_37:ptr<function, bool, read_write> = var |
| %x_7:ptr<function, i32, read_write> = var |
| %x_38:ptr<function, bool, read_write> = var |
| %color:ptr<function, vec3<f32>, read_write> = var |
| %x_40:ptr<function, bool, read_write> = var |
| %x_42:ptr<function, vec3<f32>, read_write> = var |
| %x_43:ptr<function, vec3<f32>, read_write> = var |
| %x_56:ptr<function, bool, read_write> = var |
| store %x_40, false |
| store %x_42, vec3<f32>(0.0f) |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %13:ptr<uniform, vec2<f32>, read> = access %x_5, 0u |
| %14:f32 = load_vector_element %13, 1u |
| %x_47:f32 = let %14 |
| %16:vec3<f32> = load %x_42 |
| store %x_43, %16 |
| %17:bool = lt %x_47, 0.0f |
| if %17 [t: $B5] { # if_1 |
| $B5: { # true |
| store %color, vec3<f32>(1.0f) |
| store %x_43, vec3<f32>(1.0f) |
| exit_if # if_1 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %18:bool = load %x_40 |
| store %x_40, %18 |
| %19:vec3<f32> = load %x_43 |
| store %x_42, %19 |
| break_if true # -> [t: exit_loop loop_1, f: $B3] |
| } |
| } |
| store %x_36, false |
| %20:bool = load %x_40 |
| store %x_56, %20 |
| loop [b: $B6] { # loop_2 |
| $B6: { # body |
| %x_62:ptr<function, bool, read_write> = var |
| store %x_7, 0i |
| %22:bool = load %x_56 |
| store %x_62, %22 |
| loop [b: $B7] { # loop_3 |
| $B7: { # body |
| %x_68:bool = let true |
| if true [t: $B8, f: $B9] { # if_2 |
| $B8: { # true |
| exit_if # if_2 |
| } |
| $B9: { # false |
| exit_loop # loop_3 |
| } |
| } |
| store %x_36, true |
| store %x_37, true |
| exit_loop # loop_3 |
| } |
| } |
| if true [t: $B10] { # if_3 |
| $B10: { # true |
| exit_loop # loop_2 |
| } |
| } |
| store %x_36, true |
| exit_loop # loop_2 |
| } |
| } |
| store %x_38, true |
| %24:f32 = load_vector_element %x_43, 0u |
| %25:f32 = load_vector_element %x_43, 1u |
| %26:f32 = load_vector_element %x_43, 2u |
| %27:vec4<f32> = construct %24, %25, %26, 1.0f |
| %28:vec4<f32> = add %27, vec4<f32>(1.0f) |
| store %x_GLF_color, %28 |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B11: { |
| %30:void = call %main_1 |
| %31:vec4<f32> = load %x_GLF_color |
| %32:main_out = construct %31 |
| ret %32 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |