| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) { |
| one:f32 @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # 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: { |
| %m44:ptr<function, mat4x4<f32>, read_write> = var |
| %x_10:ptr<function, i32, read_write> = var |
| store %m44, mat4x4<f32>(vec4<f32>(1.0f, 2.0f, 3.0f, 4.0f), vec4<f32>(5.0f, 6.0f, 7.0f, 8.0f), vec4<f32>(9.0f, 10.0f, 11.0f, 12.0f), vec4<f32>(13.0f, 14.0f, 15.0f, 16.0f)) |
| store %x_10, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %x_11:ptr<function, i32, read_write> = var |
| %x_9:ptr<function, i32, read_write> = var |
| %9:i32 = load %x_10 |
| %10:bool = lt %9, 4i |
| if %10 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %11:f32 = load_vector_element %gl_FragCoord, 1u |
| %12:bool = lt %11, 0.0f |
| if %12 [t: $B7] { # if_2 |
| $B7: { # true |
| exit_loop # loop_1 |
| } |
| } |
| store %x_11, 0i |
| loop [b: $B8, c: $B9] { # loop_2 |
| $B8: { # body |
| %x_8:ptr<function, i32, read_write> = var |
| %14:i32 = load %x_11 |
| %15:bool = lt %14, 4i |
| if %15 [t: $B10, f: $B11] { # if_3 |
| $B10: { # true |
| exit_if # if_3 |
| } |
| $B11: { # false |
| exit_loop # loop_2 |
| } |
| } |
| continue # -> $B9 |
| } |
| $B9: { # continuing |
| %16:i32 = load %x_10 |
| %17:ptr<function, vec4<f32>, read_write> = access %m44, %16 |
| %18:i32 = load %x_11 |
| %19:i32 = load %x_10 |
| %20:ptr<function, vec4<f32>, read_write> = access %m44, %19 |
| %21:i32 = load %x_11 |
| %22:f32 = load_vector_element %20, %21 |
| %23:ptr<uniform, f32, read> = access %x_7, 0u |
| %24:f32 = load %23 |
| %25:f32 = add %22, %24 |
| store_vector_element %17, %18, %25 |
| %26:i32 = load %x_11 |
| %27:i32 = add %26, 1i |
| store %x_8, %27 |
| %28:i32 = load %x_8 |
| store %x_11, %28 |
| next_iteration # -> $B8 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %29:i32 = load %x_10 |
| %30:i32 = add %29, 1i |
| store %x_9, %30 |
| %31:i32 = load %x_9 |
| store %x_10, %31 |
| next_iteration # -> $B3 |
| } |
| } |
| %32:ptr<function, vec4<f32>, read_write> = access %m44, 1i |
| %33:f32 = load_vector_element %32, 1u |
| %x_77:f32 = let %33 |
| %x_79_1:ptr<function, vec4<f32>, read_write> = var, vec4<f32>(0.0f) |
| %36:f32 = sub %x_77, 6.0f |
| store_vector_element %x_79_1, 0u, %36 |
| %37:vec4<f32> = load %x_79_1 |
| %x_79:vec4<f32> = let %37 |
| %39:ptr<function, vec4<f32>, read_write> = access %m44, 2i |
| %40:f32 = load_vector_element %39, 2u |
| %x_81:f32 = let %40 |
| %x_83_1:ptr<function, vec4<f32>, read_write> = var, %x_79 |
| %43:f32 = sub %x_81, 11.0f |
| store_vector_element %x_83_1, 3u, %43 |
| %44:vec4<f32> = load %x_83_1 |
| store %x_GLF_color, %44 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B12: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %47:void = call %main_1 |
| %48:vec4<f32> = load %x_GLF_color |
| %49:main_out = construct %48 |
| ret %49 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |