blob: 6c3ed0475bfcb6a7ee921421e328f90d8b86ca39 [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_phi: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
%x_53:f32 = let %12
%14:bool = lt %x_53, 128.0f
%x_54:bool = let %14
store %x_60_phi, %x_54
if %x_54 [t: $B3] { # if_1
$B3: { # true
%16:f32 = load_vector_element %gl_FragCoord, 1u
%x_58:f32 = let %16
%18:bool = lt %x_58, 128.0f
store %x_59, %18
%19:bool = load %x_59
store %x_60_phi, %19
exit_if # if_1
}
}
%20:bool = load %x_60_phi
%x_60:bool = let %20
if %x_60 [t: $B4] { # if_2
$B4: { # true
ret
}
}
store %odd_index, 0i
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%22:i32 = load %odd_index
%x_11:i32 = let %22
%24:bool = lte %x_11, 1i
if %24 [t: $B7, f: $B8] { # if_3
$B7: { # true
exit_if # if_3
}
$B8: { # false
exit_loop # loop_1
}
}
%25:f32 = load_vector_element %x_GLF_color, 0u
%x_70:f32 = let %25
%27:f32 = add %x_70, 0.25f
store_vector_element %x_GLF_color, 0u, %27
%28:i32 = load %odd_index
%x_12:i32 = let %28
%30:i32 = add %x_12, 1i
store %odd_index, %30
continue # -> $B6
}
$B6: { # continuing
next_iteration # -> $B5
}
}
store %even_index, 1i
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%31:i32 = load %even_index
%x_14:i32 = let %31
%33:bool = gte %x_14, 0i
if %33 [t: $B11, f: $B12] { # if_4
$B11: { # true
exit_if # if_4
}
$B12: { # false
exit_loop # loop_2
}
}
%34:f32 = load_vector_element %x_GLF_color, 0u
%x_80:f32 = let %34
%36:f32 = add %x_80, 0.25f
store_vector_element %x_GLF_color, 0u, %36
%37:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%38:f32 = load_vector_element %37, 0u
%x_84:f32 = let %38
%40:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%41:f32 = load_vector_element %40, 1u
%x_86:f32 = let %41
%43:bool = gt %x_84, %x_86
if %43 [t: $B13] { # if_5
$B13: { # true
continue # -> $B10
}
}
%44:i32 = load %even_index
%x_15:i32 = let %44
%46:bool = gte %x_15, 1i
if %46 [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
}
}
%47:i32 = load %ll
%x_16:i32 = let %47
%49:bool = gte %x_16, 3i
if %49 [t: $B19] { # if_8
$B19: { # true
exit_loop # loop_3
}
}
%50:i32 = load %ll
%x_17:i32 = let %50
%52:i32 = add %x_17, 1i
store %ll, %52
%53:i32 = load %j
%x_19:i32 = let %53
%55:u32 = bitcast %x_19
%56:bool = lt %55, 1u
if %56 [t: $B20] { # if_9
$B20: { # true
continue # -> $B16
}
}
%57:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%58:f32 = load_vector_element %57, 0u
%x_106:f32 = let %58
%60:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%61:f32 = load_vector_element %60, 1u
%x_108:f32 = let %61
%63:bool = gt %x_106, %x_108
if %63 [t: $B21] { # if_10
$B21: { # true
exit_loop # loop_3
}
}
continue # -> $B16
}
$B16: { # continuing
%64:i32 = load %j
%x_20:i32 = let %64
%66:i32 = add %x_20, 1i
store %j, %66
next_iteration # -> $B15
}
}
%67:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%68:f32 = load_vector_element %67, 0u
%x_113:f32 = let %68
%70:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%71:f32 = load_vector_element %70, 1u
%x_115:f32 = let %71
%73:bool = gt %x_113, %x_115
if %73 [t: $B22] { # if_11
$B22: { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_11
}
}
%74:i32 = load %even_index
%x_22:i32 = let %74
%76:i32 = sub %x_22, 1i
store %even_index, %76
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
%79:void = call %main_1
%80:vec4<f32> = load %x_GLF_color
%81:main_out = construct %80
%82:bool = load %continue_execution
%83:bool = eq %82, false
if %83 [t: $B24] { # if_12
$B24: { # true
terminate_invocation
}
}
ret %81
}
}
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. *
********************************************************************