| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| %b1 = block { # root |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void -> %b2 { |
| %b2 = block { |
| %a:ptr<function, i32, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %x_32:f32 = load_vector_element %gl_FragCoord, 0u |
| %8:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %x_35:i32 = load %8 |
| %10:i32 = convert %x_32 |
| %11:bool = lt %10, %x_35 |
| %12:i32 = select -1i, 0i, %11 |
| store %a, %12 |
| store %i, 0i |
| loop [b: %b3, c: %b4] { # loop_1 |
| %b3 = block { # body |
| %x_42:i32 = load %i |
| %14:bool = lt %x_42, 5i |
| if %14 [t: %b5, f: %b6] { # if_1 |
| %b5 = block { # true |
| exit_if # if_1 |
| } |
| %b6 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %x_45:i32 = load %a |
| %16:i32 = div %x_45, 2i |
| store %a, %16 |
| continue %b4 |
| } |
| %b4 = block { # continuing |
| %x_47:i32 = load %i |
| %18:i32 = add %x_47, 1i |
| store %i, %18 |
| next_iteration %b3 |
| } |
| } |
| %x_49:i32 = load %a |
| %20:bool = eq %x_49, 0i |
| if %20 [t: %b7, f: %b8] { # if_2 |
| %b7 = block { # true |
| %21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %x_55:i32 = load %21 |
| %23:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %x_58:i32 = load %23 |
| %25:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %x_61:i32 = load %25 |
| %27:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %x_64:i32 = load %27 |
| %29:f32 = convert %x_55 |
| %30:f32 = convert %x_58 |
| %31:f32 = convert %x_61 |
| %32:f32 = convert %x_64 |
| %33:vec4<f32> = construct %29, %30, %31, %32 |
| store %x_GLF_color, %33 |
| exit_if # if_2 |
| } |
| %b8 = block { # false |
| %34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u |
| %x_68:i32 = load %34 |
| %x_69:f32 = convert %x_68 |
| %37:vec4<f32> = construct %x_69, %x_69, %x_69, %x_69 |
| store %x_GLF_color, %37 |
| exit_if # if_2 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 { |
| %b9 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %40:void = call %main_1 |
| %41:vec4<f32> = load %x_GLF_color |
| %42:main_out = construct %41 |
| ret %42 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |