blob: 9f99dd5e255cf62fd4622c7aa057341eb8654ba8 [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_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%x_43:ptr<function, f32, read_write> = var
%x_44:ptr<function, f32, read_write> = var
%x_45:ptr<function, f32, read_write> = var
%x_46:ptr<function, i32, read_write> = var
%zero:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%temp:ptr<function, vec2<f32>, read_write> = var
%12:vec4<f32> = load %gl_FragCoord
%13:vec2<f32> = swizzle %12, xy
store %param, %13
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%14:f32 = load_vector_element %param, 1u
%15:bool = lt %14, 50.0f
if %15 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
%16:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%17:f32 = load_vector_element %16, 1u
store %x_44, %17
exit_if # if_1
}
%b6 = block { # false
store %x_44, 0.0f
exit_if # if_1
}
}
%x_61:f32 = load %x_44
%19:f32 = load %x_44
store %x_43, %19
%20:f32 = load_vector_element %gl_FragCoord, 1u
%21:bool = lt %20, 50.0f
%x_65:f32 = select 0.0f, 1.0f, %21
store %x_45, %x_65
%23:f32 = sub %x_61, %x_65
%24:bool = lt %23, 1.0f
if %24 [t: %b7] { # if_2
%b7 = block { # true
store %x_46, 0i
exit_loop # loop_1
}
}
store %x_46, 1i
exit_loop # loop_1
}
%b4 = block { # continuing
break_if true %b3
}
}
%x_70:i32 = load %x_46
%26:i32 = load %x_46
store %zero, %26
%27:bool = eq %x_70, 1i
if %27 [t: %b8] { # if_3
%b8 = block { # true
ret
}
}
store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f)
%28:f32 = load_vector_element %gl_FragCoord, 0u
%29:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%30:f32 = load_vector_element %29, 0u
%31:bool = gte %28, %30
if %31 [t: %b9] { # if_4
%b9 = block { # true
%32:f32 = load_vector_element %gl_FragCoord, 1u
%33:bool = gte %32, 0.0f
if %33 [t: %b10] { # if_5
%b10 = block { # true
%34:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%35:f32 = load_vector_element %34, 1u
store_vector_element %x_GLF_color, 0u, %35
exit_if # if_5
}
}
exit_if # if_4
}
}
%36:f32 = load_vector_element %gl_FragCoord, 1u
%37:bool = gte %36, 0.0f
if %37 [t: %b11] { # if_6
%b11 = block { # true
%38:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%39:f32 = load_vector_element %38, 0u
store_vector_element %x_GLF_color, 1u, %39
exit_if # if_6
}
}
%40:vec4<f32> = load %gl_FragCoord
%x_98:vec2<f32> = swizzle %40, xy
%42:f32 = access %x_98, 0u
%43:f32 = access %x_98, 1u
%x_101:vec2<f32> = construct %42, %43
store %temp, %x_101
%45:f32 = access %x_101, 1u
%46:bool = gte %45, 0.0f
if %46 [t: %b12] { # if_7
%b12 = block { # true
%47:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%48:f32 = load_vector_element %47, 0u
store_vector_element %x_GLF_color, 2u, %48
exit_if # if_7
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b13 {
%b13 = block {
store %gl_FragCoord, %gl_FragCoord_param
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
%alwaysZero_vf2_ = func(%coord:ptr<function, vec2<f32>, read_write>):i32 -> %b14 {
%b14 = block {
%a:ptr<function, f32, read_write> = var
%x_110:ptr<function, f32, read_write> = var
%b:ptr<function, f32, read_write> = var
%59:f32 = load_vector_element %coord, 1u
%60:bool = lt %59, 50.0f
if %60 [t: %b15, f: %b16] { # if_8
%b15 = block { # true
%61:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%62:f32 = load_vector_element %61, 1u
store %x_110, %62
exit_if # if_8
}
%b16 = block { # false
store %x_110, 0.0f
exit_if # if_8
}
}
%x_119:f32 = load %x_110
%64:f32 = load %x_110
store %a, %64
%65:f32 = load_vector_element %gl_FragCoord, 1u
%66:bool = lt %65, 50.0f
%x_123:f32 = select 0.0f, 1.0f, %66
store %b, %x_123
%68:f32 = sub %x_119, %x_123
%69:bool = lt %68, 1.0f
if %69 [t: %b17] { # if_9
%b17 = block { # true
ret 0i
}
}
ret 1i
}
}
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. *
********************************************************************