| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 { |
| %b2 = block { |
| %x_77:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %x_78:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %x_79:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %x_80:ptr<function, array<vec4<f32>, 16>, read_write> = var |
| %x_89:ptr<function, vec4<f32>, read_write> = var |
| %x_89_phi:ptr<function, vec4<f32>, read_write> = var |
| %x_92_phi:ptr<function, i32, read_write> = var |
| %x_81:vec4<f32> = load %gl_FragCoord |
| %13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %x_84:vec2<f32> = load %13 |
| %15:f32 = access %x_81, 0u |
| %16:f32 = access %x_81, 1u |
| %17:vec2<f32> = construct %15, %16 |
| %18:vec2<f32> = div %17, %x_84 |
| %19:vec2<f32> = mul %18, 32.0f |
| %x_87:vec2<f32> = floor %19 |
| store %x_89_phi, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f) |
| store %x_92_phi, 0i |
| loop [b: %b3, c: %b4] { # loop_1 |
| %b3 = block { # body |
| %x_136:ptr<function, vec4<f32>, read_write> = var |
| %x_93:ptr<function, i32, read_write> = var |
| %x_121_phi:ptr<function, bool, read_write> = var |
| %x_90_phi:ptr<function, vec4<f32>, read_write> = var |
| %25:vec4<f32> = load %x_89_phi |
| store %x_89, %25 |
| %x_92:i32 = load %x_92_phi |
| %27:bool = lt %x_92, 8i |
| if %27 [t: %b5, f: %b6] { # if_1 |
| %b5 = block { # true |
| exit_if # if_1 |
| } |
| %b6 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %x_98:ptr<function, vec4<f32>, read_write> = var |
| store %x_77, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %29:ptr<function, vec4<f32>, read_write> = access %x_77, %x_92 |
| %30:vec4<f32> = load %29 |
| store %x_98, %30 |
| switch 0u [c: (default, %b7)] { # switch_1 |
| %b7 = block { # case |
| %x_101:f32 = access %x_87, 0u |
| %x_102:f32 = load_vector_element %x_98, 0u |
| %33:bool = lt %x_101, %x_102 |
| if %33 [t: %b8] { # if_2 |
| %b8 = block { # true |
| store %x_121_phi, false |
| exit_switch # switch_1 |
| } |
| } |
| %x_106:f32 = access %x_87, 1u |
| %x_107:f32 = load_vector_element %x_98, 1u |
| %36:bool = lt %x_106, %x_107 |
| if %36 [t: %b9] { # if_3 |
| %b9 = block { # true |
| store %x_121_phi, false |
| exit_switch # switch_1 |
| } |
| } |
| %37:f32 = load_vector_element %x_98, 2u |
| %38:f32 = add %x_102, %37 |
| %39:bool = gt %x_101, %38 |
| if %39 [t: %b10] { # if_4 |
| %b10 = block { # true |
| store %x_121_phi, false |
| exit_switch # switch_1 |
| } |
| } |
| %40:f32 = load_vector_element %x_98, 3u |
| %41:f32 = add %x_107, %40 |
| %42:bool = gt %x_106, %41 |
| if %42 [t: %b11] { # if_5 |
| %b11 = block { # true |
| store %x_121_phi, false |
| exit_switch # switch_1 |
| } |
| } |
| store %x_121_phi, true |
| exit_switch # switch_1 |
| } |
| } |
| %x_121:bool = load %x_121_phi |
| %44:vec4<f32> = load %x_89 |
| store %x_90_phi, %44 |
| if %x_121 [t: %b12] { # if_6 |
| %b12 = block { # true |
| store %x_78, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %45:ptr<function, vec4<f32>, read_write> = access %x_78, %x_92 |
| %x_125:f32 = load_vector_element %45, 0u |
| store %x_79, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %47:ptr<function, vec4<f32>, read_write> = access %x_79, %x_92 |
| %x_128:f32 = load_vector_element %47, 1u |
| store %x_80, 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)) |
| %49:i32 = convert %x_125 |
| %50:i32 = convert %x_128 |
| %51:i32 = mul %49, %50 |
| %52:i32 = mul %x_92, 9i |
| %53:i32 = add %51, %52 |
| %54:i32 = add %53, 11i |
| %55:i32 = mod %54, 16i |
| %56:ptr<function, vec4<f32>, read_write> = access %x_80, %55 |
| %57:vec4<f32> = load %56 |
| store %x_136, %57 |
| %58:vec4<f32> = load %x_136 |
| store %x_90_phi, %58 |
| exit_if # if_6 |
| } |
| } |
| %x_90:vec4<f32> = load %x_90_phi |
| continue %b4 |
| } |
| %b4 = block { # continuing |
| %60:i32 = add %x_92, 1i |
| store %x_93, %60 |
| store %x_89_phi, %x_90 |
| %61:i32 = load %x_93 |
| store %x_92_phi, %61 |
| next_iteration %b3 |
| } |
| } |
| %62:vec4<f32> = load %x_89 |
| store %x_GLF_color, %62 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b13 { |
| %b13 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %65:void = call %main_1 |
| %66:vec4<f32> = load %x_GLF_color |
| %67:main_out = construct %66 |
| ret %67 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |