| 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_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: { |
| %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] { # loop_1 |
| $B3: { # body |
| %14:f32 = load_vector_element %param, 1u |
| %15:bool = lt %14, 50.0f |
| if %15 [t: $B4, f: $B5] { # if_1 |
| $B4: { # 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 |
| } |
| $B5: { # false |
| store %x_44, 0.0f |
| exit_if # if_1 |
| } |
| } |
| %18:f32 = load %x_44 |
| %x_61:f32 = let %18 |
| %20:f32 = load %x_44 |
| store %x_43, %20 |
| %21:f32 = load_vector_element %gl_FragCoord, 1u |
| %22:bool = lt %21, 50.0f |
| %23:f32 = select 0.0f, 1.0f, %22 |
| %x_65:f32 = let %23 |
| store %x_45, %x_65 |
| %25:f32 = sub %x_61, %x_65 |
| %26:bool = lt %25, 1.0f |
| if %26 [t: $B6] { # if_2 |
| $B6: { # true |
| store %x_46, 0i |
| exit_loop # loop_1 |
| } |
| } |
| store %x_46, 1i |
| exit_loop # loop_1 |
| } |
| } |
| %27:i32 = load %x_46 |
| %x_70:i32 = let %27 |
| %29:i32 = load %x_46 |
| store %zero, %29 |
| %30:bool = eq %x_70, 1i |
| if %30 [t: $B7] { # if_3 |
| $B7: { # true |
| ret |
| } |
| } |
| store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f) |
| %31:f32 = load_vector_element %gl_FragCoord, 0u |
| %32:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %33:f32 = load_vector_element %32, 0u |
| %34:bool = gte %31, %33 |
| if %34 [t: $B8] { # if_4 |
| $B8: { # true |
| %35:f32 = load_vector_element %gl_FragCoord, 1u |
| %36:bool = gte %35, 0.0f |
| if %36 [t: $B9] { # if_5 |
| $B9: { # true |
| %37:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %38:f32 = load_vector_element %37, 1u |
| store_vector_element %x_GLF_color, 0u, %38 |
| exit_if # if_5 |
| } |
| } |
| exit_if # if_4 |
| } |
| } |
| %39:f32 = load_vector_element %gl_FragCoord, 1u |
| %40:bool = gte %39, 0.0f |
| if %40 [t: $B10] { # if_6 |
| $B10: { # true |
| %41:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %42:f32 = load_vector_element %41, 0u |
| store_vector_element %x_GLF_color, 1u, %42 |
| exit_if # if_6 |
| } |
| } |
| %43:vec4<f32> = load %gl_FragCoord |
| %44:vec2<f32> = swizzle %43, xy |
| %x_98:vec2<f32> = let %44 |
| %46:f32 = access %x_98, 0u |
| %47:f32 = access %x_98, 1u |
| %48:vec2<f32> = construct %46, %47 |
| %x_101:vec2<f32> = let %48 |
| store %temp, %x_101 |
| %50:f32 = access %x_101, 1u |
| %51:bool = gte %50, 0.0f |
| if %51 [t: $B11] { # if_7 |
| $B11: { # true |
| %52:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %53:f32 = load_vector_element %52, 0u |
| store_vector_element %x_GLF_color, 2u, %53 |
| exit_if # if_7 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B12: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %56:void = call %main_1 |
| %57:vec4<f32> = load %x_GLF_color |
| %58:main_out = construct %57 |
| ret %58 |
| } |
| } |
| %alwaysZero_vf2_ = func(%coord:ptr<function, vec2<f32>, read_write>):i32 { |
| $B13: { |
| %a:ptr<function, f32, read_write> = var |
| %x_110:ptr<function, f32, read_write> = var |
| %b:ptr<function, f32, read_write> = var |
| %64:f32 = load_vector_element %coord, 1u |
| %65:bool = lt %64, 50.0f |
| if %65 [t: $B14, f: $B15] { # if_8 |
| $B14: { # true |
| %66:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %67:f32 = load_vector_element %66, 1u |
| store %x_110, %67 |
| exit_if # if_8 |
| } |
| $B15: { # false |
| store %x_110, 0.0f |
| exit_if # if_8 |
| } |
| } |
| %68:f32 = load %x_110 |
| %x_119:f32 = let %68 |
| %70:f32 = load %x_110 |
| store %a, %70 |
| %71:f32 = load_vector_element %gl_FragCoord, 1u |
| %72:bool = lt %71, 50.0f |
| %73:f32 = select 0.0f, 1.0f, %72 |
| %x_123:f32 = let %73 |
| store %b, %x_123 |
| %75:f32 = sub %x_119, %x_123 |
| %76:bool = lt %75, 1.0f |
| if %76 [t: $B16] { # if_9 |
| $B16: { # 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. * |
| ******************************************************************** |