| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) { |
| resolution: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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var |
| %x_66:ptr<function, i32, read_write> = var |
| %x_69:ptr<function, i32, read_write> = var |
| %8:vec4<f32> = load %gl_FragCoord |
| %9:vec2<f32> = swizzle %8, xy |
| %10:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %11:vec2<f32> = load %10 |
| %12:vec2<f32> = div %9, %11 |
| %x_56:vec2<f32> = let %12 |
| %14:f32 = access %x_56, 0u |
| %15:f32 = mul %14, 10.0f |
| %16:i32 = call %tint_f32_to_i32, %15 |
| %18:i32 = let %16 |
| %19:f32 = access %x_56, 1u |
| %20:f32 = mul %19, 10.0f |
| %21:i32 = call %tint_f32_to_i32, %20 |
| %22:i32 = mul %21, 10i |
| %23:i32 = add %18, %22 |
| %x_64:i32 = let %23 |
| store %x_66, 100i |
| store %x_69, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %x_67:ptr<function, i32, read_write> = var |
| %x_70:ptr<function, i32, read_write> = var |
| %27:i32 = load %x_69 |
| %28:bool = lt %27, %x_64 |
| if %28 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %29:i32 = load %x_66 |
| %30:i32 = mul 4i, %29 |
| %31:i32 = load %x_66 |
| %32:i32 = sub 1000i, %31 |
| %33:i32 = mul %30, %32 |
| %34:i32 = call %tint_div_i32, %33, 1000i |
| store %x_67, %34 |
| %36:i32 = load %x_69 |
| %37:i32 = add %36, 1i |
| store %x_70, %37 |
| %38:i32 = load %x_67 |
| store %x_66, %38 |
| %39:i32 = load %x_70 |
| store %x_69, %39 |
| next_iteration # -> $B3 |
| } |
| } |
| store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f)) |
| %40:i32 = load %x_66 |
| %41:i32 = call %tint_mod_i32, %40, 16i |
| %43:ptr<function, vec4<f32>, read_write> = access %indexable, %41 |
| %44:vec4<f32> = load %43 |
| store %x_GLF_color, %44 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B7: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %47:void = call %main_1 |
| %48:vec4<f32> = load %x_GLF_color |
| %49:main_out = construct %48 |
| ret %49 |
| } |
| } |
| %tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 { |
| $B8: { |
| %52:bool = eq %rhs, 0i |
| %53:bool = eq %lhs, -2147483648i |
| %54:bool = eq %rhs, -1i |
| %55:bool = and %53, %54 |
| %56:bool = or %52, %55 |
| %57:i32 = select %rhs, 1i, %56 |
| %58:i32 = div %lhs, %57 |
| ret %58 |
| } |
| } |
| %tint_mod_i32 = func(%lhs_1:i32, %rhs_1:i32):i32 { # %lhs_1: 'lhs', %rhs_1: 'rhs' |
| $B9: { |
| %61:bool = eq %rhs_1, 0i |
| %62:bool = eq %lhs_1, -2147483648i |
| %63:bool = eq %rhs_1, -1i |
| %64:bool = and %62, %63 |
| %65:bool = or %61, %64 |
| %66:i32 = select %rhs_1, 1i, %65 |
| %67:i32 = let %66 |
| %68:i32 = div %lhs_1, %67 |
| %69:i32 = mul %68, %67 |
| %70:i32 = sub %lhs_1, %69 |
| ret %70 |
| } |
| } |
| %tint_f32_to_i32 = func(%value:f32):i32 { |
| $B10: { |
| %72:i32 = convert %value |
| %73:bool = gte %value, -2147483648.0f |
| %74:i32 = select -2147483648i, %72, %73 |
| %75:bool = lte %value, 2147483520.0f |
| %76:i32 = select 2147483647i, %74, %75 |
| ret %76 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |