blob: dcb12b1ae843cde8c59cca0a78b6b9dfac5809bd [file] [log] [blame]
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)
%gv:ptr<private, f32, read_write> = var
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%lv:ptr<function, f32, read_write> = var
%x_43:ptr<function, f32, read_write> = var
%GLF_live5r:ptr<function, i32, read_write> = var
%GLF_live5_looplimiter6:ptr<function, i32, read_write> = var
%10:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%11:f32 = load_vector_element %10, 1u
%12:bool = gt 1.0f, %11
if %12 [t: $B3, f: $B4] { # if_1
$B3: { # true
%13:f32 = load %gv
%14:f32 = abs %13
store %x_43, %14
exit_if # if_1
}
$B4: { # false
store %x_43, 260.0f
exit_if # if_1
}
}
%15:f32 = load %x_43
store %lv, %15
%16:f32 = load %lv
%17:i32 = call %tint_f32_to_i32, %16
%19:bool = lt %17, 250i
if %19 [t: $B5] { # if_2
$B5: { # true
%20:f32 = load %lv
%21:i32 = call %tint_f32_to_i32, %20
%22:bool = lt %21, 180i
if %22 [t: $B6, f: $B7] { # if_3
$B6: { # true
%23:f32 = load %lv
%24:f32 = clamp %23, 1.0f, 1.0f
%x_65:f32 = let %24
exit_if # if_3
}
$B7: { # false
%26:f32 = load_vector_element %gl_FragCoord, 1u
%27:bool = lt %26, 0.0f
if %27 [t: $B8] { # if_4
$B8: { # true
%28:f32 = load %lv
%29:i32 = call %tint_f32_to_i32, %28
%30:bool = lt %29, 210i
if %30 [t: $B9] { # if_5
$B9: { # true
loop [b: $B10, c: $B11] { # loop_1
$B10: { # body
continue # -> $B11
}
$B11: { # continuing
break_if false # -> [t: exit_loop loop_1, f: $B10]
}
}
exit_if # if_5
}
}
store %GLF_live5r, 0i
loop [b: $B12, c: $B13] { # loop_2
$B12: { # body
if true [t: $B14, f: $B15] { # if_6
$B14: { # true
exit_if # if_6
}
$B15: { # false
exit_loop # loop_2
}
}
%31:i32 = load %GLF_live5_looplimiter6
%32:bool = gte %31, 6i
if %32 [t: $B16] { # if_7
$B16: { # true
exit_loop # loop_2
}
}
%33:i32 = load %GLF_live5_looplimiter6
%34:i32 = add %33, 1i
store %GLF_live5_looplimiter6, %34
continue # -> $B13
}
$B13: { # continuing
next_iteration # -> $B12
}
}
exit_if # if_4
}
}
exit_if # if_3
}
}
exit_if # if_2
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B17: {
store %gl_FragCoord, %gl_FragCoord_param
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B18: {
%41:i32 = convert %value
%42:bool = gte %value, -2147483648.0f
%43:i32 = select -2147483648i, %41, %42
%44:bool = lte %value, 2147483520.0f
%45:i32 = select 2147483647i, %43, %44
ret %45
}
}
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. *
********************************************************************