| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # root |
| %x_7: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: { |
| %loop_count:ptr<function, i32, read_write> = var |
| store %loop_count, 0i |
| %6:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %7:f32 = load_vector_element %6, 0u |
| %x_33:f32 = let %7 |
| %9:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %10:f32 = load_vector_element %9, 1u |
| %x_35:f32 = let %10 |
| %12:bool = gt %x_33, %x_35 |
| %x_36:bool = let %12 |
| if %x_36 [t: $B3] { # if_1 |
| $B3: { # true |
| ret |
| } |
| } |
| %14:f32 = load_vector_element %gl_FragCoord, 0u |
| %x_40:f32 = let %14 |
| %16:bool = lt %x_40, 0.0f |
| %x_41:bool = let %16 |
| loop [b: $B4, c: $B5] { # loop_1 |
| $B4: { # body |
| %18:i32 = load %loop_count |
| %x_43:i32 = let %18 |
| %20:bool = lt %x_43, 100i |
| if %20 [t: $B6, f: $B7] { # if_2 |
| $B6: { # true |
| exit_if # if_2 |
| } |
| $B7: { # false |
| exit_loop # loop_1 |
| } |
| } |
| if %x_36 [t: $B8] { # if_3 |
| $B8: { # true |
| exit_loop # loop_1 |
| } |
| } |
| if %x_36 [t: $B9, f: $B10] { # if_4 |
| $B9: { # true |
| store %x_GLF_color, vec4<f32>(1.0f) |
| exit_if # if_4 |
| } |
| $B10: { # false |
| if %x_41 [t: $B11] { # if_5 |
| $B11: { # true |
| ret |
| } |
| } |
| exit_if # if_4 |
| } |
| } |
| if %x_36 [t: $B12, f: $B13] { # if_6 |
| $B12: { # true |
| store %x_GLF_color, vec4<f32>(1.0f) |
| exit_if # if_6 |
| } |
| $B13: { # false |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_6 |
| } |
| } |
| if %x_36 [t: $B14] { # if_7 |
| $B14: { # true |
| ret |
| } |
| } |
| if %x_41 [t: $B15] { # if_8 |
| $B15: { # true |
| loop [b: $B16, c: $B17] { # loop_2 |
| $B16: { # body |
| %21:i32 = load %loop_count |
| %x_63:i32 = let %21 |
| %23:bool = lt %x_63, 100i |
| if %23 [t: $B18, f: $B19] { # if_9 |
| $B18: { # true |
| exit_if # if_9 |
| } |
| $B19: { # false |
| exit_loop # loop_2 |
| } |
| } |
| continue # -> $B17 |
| } |
| $B17: { # continuing |
| %24:i32 = load %loop_count |
| %x_67:i32 = let %24 |
| %26:i32 = add %x_67, 1i |
| store %loop_count, %26 |
| next_iteration # -> $B16 |
| } |
| } |
| exit_if # if_8 |
| } |
| } |
| continue # -> $B5 |
| } |
| $B5: { # continuing |
| %27:i32 = load %loop_count |
| %x_69:i32 = let %27 |
| %29:i32 = add %x_69, 1i |
| store %loop_count, %29 |
| next_iteration # -> $B4 |
| } |
| } |
| %30:i32 = load %loop_count |
| %x_71:i32 = let %30 |
| %32:bool = gte %x_71, 100i |
| if %32 [t: $B20, f: $B21] { # if_10 |
| $B20: { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_10 |
| } |
| $B21: { # false |
| store %x_GLF_color, vec4<f32>(1.0f) |
| exit_if # if_10 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B22: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %35:void = call %main_1 |
| %36:vec4<f32> = load %x_GLF_color |
| %37:main_out = construct %36 |
| ret %37 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |