| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf1 = struct @align(8) { |
| resolution:vec2<f32> @offset(0) |
| } |
| |
| 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 |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %x_9: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 { |
| %data:ptr<function, array<f32, 10>, read_write> = var |
| %x_40:ptr<function, i32, read_write> = var |
| %x_52:ptr<function, i32, read_write> = var |
| store %x_40, 0i |
| loop [b: %b3, c: %b4] { # loop_1 |
| %b3 = block { # body |
| %x_41:ptr<function, i32, read_write> = var |
| %10:i32 = load %x_40 |
| %11:bool = lt %10, 10i |
| if %11 [t: %b5, f: %b6] { # if_1 |
| %b5 = block { # true |
| exit_if # if_1 |
| } |
| %b6 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| continue %b4 |
| } |
| %b4 = block { # continuing |
| %12:i32 = load %x_40 |
| %13:ptr<function, f32, read_write> = access %data, %12 |
| %14:i32 = load %x_40 |
| %15:i32 = sub 10i, %14 |
| %16:f32 = convert %15 |
| %17:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %18:f32 = load_vector_element %17, 1u |
| %19:f32 = mul %16, %18 |
| store %13, %19 |
| %20:i32 = load %x_40 |
| %21:i32 = add %20, 1i |
| store %x_41, %21 |
| %22:i32 = load %x_41 |
| store %x_40, %22 |
| next_iteration %b3 |
| } |
| } |
| store %x_52, 0i |
| loop [b: %b7, c: %b8] { # loop_2 |
| %b7 = block { # body |
| %x_59:ptr<function, i32, read_write> = var |
| %x_53:ptr<function, i32, read_write> = var |
| %25:i32 = load %x_52 |
| %26:bool = lt %25, 9i |
| if %26 [t: %b9, f: %b10] { # if_2 |
| %b9 = block { # true |
| exit_if # if_2 |
| } |
| %b10 = block { # false |
| exit_loop # loop_2 |
| } |
| } |
| store %x_59, 0i |
| loop [b: %b11, c: %b12] { # loop_3 |
| %b11 = block { # body |
| %x_82:ptr<function, bool, read_write> = var |
| %x_83:ptr<function, bool, read_write> = var |
| %x_84:ptr<function, bool, read_write> = var |
| %x_60:ptr<function, i32, read_write> = var |
| %31:i32 = load %x_59 |
| %32:bool = lt %31, 10i |
| if %32 [t: %b13, f: %b14] { # if_3 |
| %b13 = block { # true |
| exit_if # if_3 |
| } |
| %b14 = block { # false |
| exit_loop # loop_3 |
| } |
| } |
| %33:i32 = load %x_59 |
| %34:i32 = load %x_52 |
| %35:i32 = add %34, 1i |
| %36:bool = lt %33, %35 |
| if %36 [t: %b15] { # if_4 |
| %b15 = block { # true |
| continue %b12 |
| } |
| } |
| %x_69_save:i32 = load %x_52 |
| %38:i32 = load %x_52 |
| %39:ptr<function, f32, read_write> = access %data, %38 |
| %x_70:f32 = load %39 |
| %x_71_save:i32 = load %x_59 |
| %42:i32 = load %x_59 |
| %43:ptr<function, f32, read_write> = access %data, %42 |
| %x_72:f32 = load %43 |
| %45:f32 = load_vector_element %gl_FragCoord, 1u |
| %46:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %47:f32 = load_vector_element %46, 1u |
| %48:f32 = mul %47, 0.5f |
| %49:bool = lt %45, %48 |
| if %49 [t: %b16, f: %b17] { # if_5 |
| %b16 = block { # true |
| %50:bool = gt %x_70, %x_72 |
| store %x_82, %50 |
| %51:bool = load %x_82 |
| store %x_84, %51 |
| exit_if # if_5 |
| } |
| %b17 = block { # false |
| %52:bool = lt %x_70, %x_72 |
| store %x_83, %52 |
| %53:bool = load %x_83 |
| store %x_84, %53 |
| exit_if # if_5 |
| } |
| } |
| %54:bool = load %x_84 |
| if %54 [t: %b18] { # if_6 |
| %b18 = block { # true |
| %55:ptr<function, f32, read_write> = access %data, %x_69_save |
| %x_87:f32 = load %55 |
| %57:ptr<function, f32, read_write> = access %data, %x_69_save |
| %58:ptr<function, f32, read_write> = access %data, %x_71_save |
| %59:f32 = load %58 |
| store %57, %59 |
| %60:ptr<function, f32, read_write> = access %data, %x_71_save |
| store %60, %x_87 |
| exit_if # if_6 |
| } |
| } |
| continue %b12 |
| } |
| %b12 = block { # continuing |
| %61:i32 = load %x_59 |
| %62:i32 = add %61, 1i |
| store %x_60, %62 |
| %63:i32 = load %x_60 |
| store %x_59, %63 |
| next_iteration %b11 |
| } |
| } |
| continue %b8 |
| } |
| %b8 = block { # continuing |
| %64:i32 = load %x_52 |
| %65:i32 = add %64, 1i |
| store %x_53, %65 |
| %66:i32 = load %x_53 |
| store %x_52, %66 |
| next_iteration %b7 |
| } |
| } |
| %67:f32 = load_vector_element %gl_FragCoord, 0u |
| %68:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %69:f32 = load_vector_element %68, 0u |
| %70:f32 = mul %69, 0.5f |
| %71:bool = lt %67, %70 |
| if %71 [t: %b19, f: %b20] { # if_7 |
| %b19 = block { # true |
| %72:ptr<function, f32, read_write> = access %data, 0i |
| %73:f32 = load %72 |
| %74:f32 = mul %73, 0.10000000149011611938f |
| %75:ptr<function, f32, read_write> = access %data, 5i |
| %76:f32 = load %75 |
| %77:f32 = mul %76, 0.10000000149011611938f |
| %78:ptr<function, f32, read_write> = access %data, 9i |
| %79:f32 = load %78 |
| %80:f32 = mul %79, 0.10000000149011611938f |
| %81:vec4<f32> = construct %74, %77, %80, 1.0f |
| store %x_GLF_color, %81 |
| exit_if # if_7 |
| } |
| %b20 = block { # false |
| %82:ptr<function, f32, read_write> = access %data, 5i |
| %83:f32 = load %82 |
| %84:f32 = mul %83, 0.10000000149011611938f |
| %85:ptr<function, f32, read_write> = access %data, 9i |
| %86:f32 = load %85 |
| %87:f32 = mul %86, 0.10000000149011611938f |
| %88:ptr<function, f32, read_write> = access %data, 0i |
| %89:f32 = load %88 |
| %90:f32 = mul %89, 0.10000000149011611938f |
| %91:vec4<f32> = construct %84, %87, %90, 1.0f |
| store %x_GLF_color, %91 |
| exit_if # if_7 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b21 { |
| %b21 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %94:void = call %main_1 |
| %95:vec4<f32> = load %x_GLF_color |
| %96:main_out = construct %95 |
| ret %96 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |