blob: 04758a50cc282a2df9bc557341980274e4f40491 [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
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%odd_index:ptr<function, i32, read_write> = var
%even_index:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%ll:ptr<function, i32, read_write> = var
%x_59:ptr<function, bool, read_write> = var
%x_60:ptr<function, bool, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%12:f32 = load_vector_element %gl_FragCoord, 0u
%13:bool = lt %12, 128.0f
%x_54:bool = let %13
store %x_60, %x_54
if %x_54 [t: $B3] { # if_1
$B3: { # true
%15:f32 = load_vector_element %gl_FragCoord, 1u
%16:bool = lt %15, 128.0f
store %x_59, %16
%17:bool = load %x_59
store %x_60, %17
exit_if # if_1
}
}
%18:bool = load %x_60
if %18 [t: $B4] { # if_2
$B4: { # true
ret
}
}
store %odd_index, 0i
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%19:i32 = load %odd_index
%20:bool = lte %19, 1i
if %20 [t: $B7, f: $B8] { # if_3
$B7: { # true
exit_if # if_3
}
$B8: { # false
exit_loop # loop_1
}
}
%21:f32 = load_vector_element %x_GLF_color, 0u
%22:f32 = add %21, 0.25f
store_vector_element %x_GLF_color, 0u, %22
%23:i32 = load %odd_index
%24:i32 = add %23, 1i
store %odd_index, %24
continue # -> $B6
}
$B6: { # continuing
next_iteration # -> $B5
}
}
store %even_index, 1i
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%25:i32 = load %even_index
%26:bool = gte %25, 0i
if %26 [t: $B11, f: $B12] { # if_4
$B11: { # true
exit_if # if_4
}
$B12: { # false
exit_loop # loop_2
}
}
%27:f32 = load_vector_element %x_GLF_color, 0u
%28:f32 = add %27, 0.25f
store_vector_element %x_GLF_color, 0u, %28
%29:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%30:f32 = load_vector_element %29, 0u
%31:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%32:f32 = load_vector_element %31, 1u
%33:bool = gt %30, %32
if %33 [t: $B13] { # if_5
$B13: { # true
continue # -> $B10
}
}
%34:i32 = load %even_index
%35:bool = gte %34, 1i
if %35 [t: $B14] { # if_6
$B14: { # true
store %continue_execution, false
exit_if # if_6
}
}
store %j, 1i
loop [b: $B15, c: $B16] { # loop_3
$B15: { # body
if true [t: $B17, f: $B18] { # if_7
$B17: { # true
exit_if # if_7
}
$B18: { # false
exit_loop # loop_3
}
}
%36:i32 = load %ll
%37:bool = gte %36, 3i
if %37 [t: $B19] { # if_8
$B19: { # true
exit_loop # loop_3
}
}
%38:i32 = load %ll
%39:i32 = add %38, 1i
store %ll, %39
%40:i32 = load %j
%41:u32 = bitcast %40
%42:bool = lt %41, 1u
if %42 [t: $B20] { # if_9
$B20: { # true
continue # -> $B16
}
}
%43:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%44:f32 = load_vector_element %43, 0u
%45:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%46:f32 = load_vector_element %45, 1u
%47:bool = gt %44, %46
if %47 [t: $B21] { # if_10
$B21: { # true
exit_loop # loop_3
}
}
continue # -> $B16
}
$B16: { # continuing
%48:i32 = load %j
%49:i32 = add %48, 1i
store %j, %49
next_iteration # -> $B15
}
}
%50:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%51:f32 = load_vector_element %50, 0u
%52:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%53:f32 = load_vector_element %52, 1u
%54:bool = gt %51, %53
if %54 [t: $B22] { # if_11
$B22: { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_11
}
}
%55:i32 = load %even_index
%56:i32 = sub %55, 1i
store %even_index, %56
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B23: {
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: $B24] { # if_12
$B24: { # 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. *
********************************************************************