blob: b176b517cec718fce466d850cf09a7b6611be191 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%i_2:ptr<function, i32, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %i, 0i
%8:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%9:f32 = load_vector_element %8, 1u
%10:bool = lt %9, 0.0f
if %10 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
exit_if # if_1
}
%b4 = block { # false
%x_42:ptr<function, bool, read_write> = var
%12:f32 = load_vector_element %gl_FragCoord, 1u
%13:bool = lt %12, -1.0f
store %x_42, %13
%14:bool = load %x_42
if %14 [t: %b5, f: %b6] { # if_2
%b5 = block { # true
exit_if # if_2
}
%b6 = block { # false
loop [b: %b7, c: %b8] { # loop_1
%b7 = block { # body
%15:i32 = load %i
%16:bool = gte %15, 256i
if %16 [t: %b9] { # if_3
%b9 = block { # true
exit_loop # loop_1
}
}
loop [b: %b10, c: %b11] { # loop_2
%b10 = block { # body
store %i_1, 0i
loop [b: %b12, c: %b13] { # loop_3
%b12 = block { # body
%17:i32 = load %i_1
%18:bool = lt %17, 1i
if %18 [t: %b14, f: %b15] { # if_4
%b14 = block { # true
exit_if # if_4
}
%b15 = block { # false
exit_loop # loop_3
}
}
%19:bool = load %x_42
if %19 [t: %b16] { # if_5
%b16 = block { # true
store %i_2, 0i
loop [b: %b17, c: %b18] { # loop_4
%b17 = block { # body
%20:i32 = load %i_2
%21:bool = lt %20, 1i
if %21 [t: %b19, f: %b20] { # if_6
%b19 = block { # true
exit_if # if_6
}
%b20 = block { # false
exit_loop # loop_4
}
}
continue %b18
}
%b18 = block { # continuing
%22:i32 = load %i_2
%23:i32 = add %22, 1i
store %i_2, %23
next_iteration %b17
}
}
continue %b13
}
}
ret
}
%b13 = block { # continuing
%24:i32 = load %i_1
%25:i32 = add %24, 1i
store %i_1, %25
next_iteration %b12
}
}
continue %b11
}
%b11 = block { # continuing
break_if true %b10
}
}
continue %b8
}
%b8 = block { # continuing
break_if true %b7
}
}
exit_if # if_2
}
}
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b21 {
%b21 = block {
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. *
********************************************************************