| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf1 = struct @align(8) { |
| resolution:vec2<f32> @offset(0) |
| } |
| |
| 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 |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %data:ptr<function, array<f32, 10>, read_write> = var |
| %x_40:ptr<function, i32, read_write> = var |
| %x_52:ptr<function, i32, read_write> = var |
| store %x_40, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %x_41:ptr<function, i32, read_write> = var |
| %10:i32 = load %x_40 |
| %11:bool = lt %10, 10i |
| if %11 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %12:i32 = load %x_40 |
| %13:ptr<function, f32, read_write> = access %data, %12 |
| %14:ptr<function, f32, read_write> = let %13 |
| %15:i32 = load %x_40 |
| %16:i32 = sub 10i, %15 |
| %17:f32 = convert %16 |
| %18:ptr<uniform, vec2<f32>, read> = access %x_9, 0u |
| %19:f32 = load_vector_element %18, 1u |
| %20:f32 = mul %17, %19 |
| store %14, %20 |
| %21:i32 = load %x_40 |
| %22:i32 = add %21, 1i |
| store %x_41, %22 |
| %23:i32 = load %x_41 |
| store %x_40, %23 |
| next_iteration # -> $B3 |
| } |
| } |
| store %x_52, 0i |
| loop [b: $B7, c: $B8] { # loop_2 |
| $B7: { # body |
| %x_59:ptr<function, i32, read_write> = var |
| %x_53:ptr<function, i32, read_write> = var |
| %26:i32 = load %x_52 |
| %27:bool = lt %26, 9i |
| if %27 [t: $B9, f: $B10] { # if_2 |
| $B9: { # true |
| exit_if # if_2 |
| } |
| $B10: { # false |
| exit_loop # loop_2 |
| } |
| } |
| store %x_59, 0i |
| loop [b: $B11, c: $B12] { # loop_3 |
| $B11: { # body |
| %x_82:ptr<function, bool, read_write> = var |
| %x_83:ptr<function, bool, read_write> = var |
| %x_84:ptr<function, bool, read_write> = var |
| %x_60:ptr<function, i32, read_write> = var |
| %32:i32 = load %x_59 |
| %33:bool = lt %32, 10i |
| if %33 [t: $B13, f: $B14] { # if_3 |
| $B13: { # true |
| exit_if # if_3 |
| } |
| $B14: { # false |
| exit_loop # loop_3 |
| } |
| } |
| %34:i32 = load %x_59 |
| %35:i32 = load %x_52 |
| %36:i32 = add %35, 1i |
| %37:bool = lt %34, %36 |
| if %37 [t: $B15] { # if_4 |
| $B15: { # true |
| continue # -> $B12 |
| } |
| } |
| %38:i32 = load %x_52 |
| %x_69_save:i32 = let %38 |
| %40:i32 = load %x_52 |
| %41:ptr<function, f32, read_write> = access %data, %40 |
| %42:f32 = load %41 |
| %x_70:f32 = let %42 |
| %44:i32 = load %x_59 |
| %x_71_save:i32 = let %44 |
| %46:i32 = load %x_59 |
| %47:ptr<function, f32, read_write> = access %data, %46 |
| %48:f32 = load %47 |
| %x_72:f32 = let %48 |
| %50:f32 = load_vector_element %gl_FragCoord, 1u |
| %51:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %52:f32 = load_vector_element %51, 1u |
| %53:f32 = mul %52, 0.5f |
| %54:bool = lt %50, %53 |
| if %54 [t: $B16, f: $B17] { # if_5 |
| $B16: { # true |
| %55:bool = gt %x_70, %x_72 |
| store %x_82, %55 |
| %56:bool = load %x_82 |
| store %x_84, %56 |
| exit_if # if_5 |
| } |
| $B17: { # false |
| %57:bool = lt %x_70, %x_72 |
| store %x_83, %57 |
| %58:bool = load %x_83 |
| store %x_84, %58 |
| exit_if # if_5 |
| } |
| } |
| %59:bool = load %x_84 |
| if %59 [t: $B18] { # if_6 |
| $B18: { # true |
| %60:ptr<function, f32, read_write> = access %data, %x_69_save |
| %61:f32 = load %60 |
| %x_87:f32 = let %61 |
| %63:ptr<function, f32, read_write> = access %data, %x_69_save |
| %64:ptr<function, f32, read_write> = access %data, %x_71_save |
| %65:f32 = load %64 |
| store %63, %65 |
| %66:ptr<function, f32, read_write> = access %data, %x_71_save |
| store %66, %x_87 |
| exit_if # if_6 |
| } |
| } |
| continue # -> $B12 |
| } |
| $B12: { # continuing |
| %67:i32 = load %x_59 |
| %68:i32 = add %67, 1i |
| store %x_60, %68 |
| %69:i32 = load %x_60 |
| store %x_59, %69 |
| next_iteration # -> $B11 |
| } |
| } |
| continue # -> $B8 |
| } |
| $B8: { # continuing |
| %70:i32 = load %x_52 |
| %71:i32 = add %70, 1i |
| store %x_53, %71 |
| %72:i32 = load %x_53 |
| store %x_52, %72 |
| next_iteration # -> $B7 |
| } |
| } |
| %73:f32 = load_vector_element %gl_FragCoord, 0u |
| %74:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %75:f32 = load_vector_element %74, 0u |
| %76:f32 = mul %75, 0.5f |
| %77:bool = lt %73, %76 |
| if %77 [t: $B19, f: $B20] { # if_7 |
| $B19: { # true |
| %78:ptr<function, f32, read_write> = access %data, 0i |
| %79:f32 = load %78 |
| %80:f32 = mul %79, 0.10000000149011611938f |
| %81:ptr<function, f32, read_write> = access %data, 5i |
| %82:f32 = load %81 |
| %83:f32 = mul %82, 0.10000000149011611938f |
| %84:ptr<function, f32, read_write> = access %data, 9i |
| %85:f32 = load %84 |
| %86:f32 = mul %85, 0.10000000149011611938f |
| %87:vec4<f32> = construct %80, %83, %86, 1.0f |
| store %x_GLF_color, %87 |
| exit_if # if_7 |
| } |
| $B20: { # false |
| %88:ptr<function, f32, read_write> = access %data, 5i |
| %89:f32 = load %88 |
| %90:f32 = mul %89, 0.10000000149011611938f |
| %91:ptr<function, f32, read_write> = access %data, 9i |
| %92:f32 = load %91 |
| %93:f32 = mul %92, 0.10000000149011611938f |
| %94:ptr<function, f32, read_write> = access %data, 0i |
| %95:f32 = load %94 |
| %96:f32 = mul %95, 0.10000000149011611938f |
| %97:vec4<f32> = construct %90, %93, %96, 1.0f |
| store %x_GLF_color, %97 |
| exit_if # if_7 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B21: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %100:void = call %main_1 |
| %101:vec4<f32> = load %x_GLF_color |
| %102:main_out = construct %101 |
| ret %102 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |