blob: f1ef1dc6658e6e7ea92d6118a0b5615f4f5e7fd9 [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)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v:ptr<function, vec2<f32>, read_write> = var
%floats:ptr<function, array<f32, 9>, read_write> = var
%one:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%alwaysFalse:ptr<function, bool, read_write> = var
store %v, vec2<f32>(0.0f)
%10:ptr<function, f32, read_write> = access %floats, 1i
store %10, 0.0f
%11:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%12:f32 = load_vector_element %11, 1u
%13:i32 = convert %12
store %one, %13
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
store %i, 0i
loop [b: %b5, c: %b6] { # loop_2
%b5 = block { # body
%14:i32 = load %i
%15:i32 = load %one
%16:bool = lt %14, %15
if %16 [t: %b7, f: %b8] { # if_1
%b7 = block { # true
exit_if # if_1
}
%b8 = block { # false
exit_loop # loop_2
}
}
%17:i32 = load %i
%18:bool = eq %17, 0i
if %18 [t: %b9] { # if_2
%b9 = block { # true
%19:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%20:f32 = load_vector_element %19, 0u
%21:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%22:f32 = load_vector_element %21, 1u
%23:bool = gt %20, %22
store %alwaysFalse, %23
%24:bool = load %alwaysFalse
%25:bool = eq %24, false
if %25 [t: %b10] { # if_3
%b10 = block { # true
%x_73:i32 = load %one
%27:ptr<function, f32, read_write> = access %floats, %x_73
store %27, 1.0f
store %x_GLF_color, vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f)
exit_if # if_3
}
}
%x_75:i32 = load %one
store_vector_element %v, %x_75, 1.0f
%29:bool = load %alwaysFalse
if %29 [t: %b11] { # if_4
%b11 = block { # true
discard
exit_if # if_4
}
}
%30:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%31:f32 = load_vector_element %30, 1u
%32:bool = lt %31, 0.0f
if %32 [t: %b12] { # if_5
%b12 = block { # true
store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f)
exit_if # if_5
}
}
exit_if # if_2
}
}
continue %b6
}
%b6 = block { # continuing
%33:i32 = load %i
%34:i32 = add %33, 1i
store %i, %34
next_iteration %b5
}
}
continue %b4
}
%b4 = block { # continuing
%x_87:i32 = load %one
%36:bool = lt %x_87, 0i
%37:bool = eq %36, false
break_if %37 %b3
}
}
%x_102:ptr<function, bool, read_write> = var
%x_103:ptr<function, bool, read_write> = var
%40:f32 = load_vector_element %gl_FragCoord, 1u
%41:bool = gte %40, 0.0f
if %41 [t: %b13, f: %b14] { # if_6
%b13 = block { # true
%42:f32 = load_vector_element %v, 1u
%x_97:bool = eq %42, 1.0f
store %x_103, %x_97
if %x_97 [t: %b15] { # if_7
%b15 = block { # true
%44:ptr<function, f32, read_write> = access %floats, 1i
%45:f32 = load %44
%46:bool = eq %45, 1.0f
store %x_102, %46
%47:bool = load %x_102
store %x_103, %47
exit_if # if_7
}
}
%48:bool = load %x_103
if %48 [t: %b16] { # if_8
%b16 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_8
}
}
exit_if # if_6
}
%b14 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_6
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b17 {
%b17 = 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
}
}
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. *
********************************************************************