blob: 7ff3415c3c263d36172417c8a870604792a2ab6f [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_65:ptr<function, i32, read_write> = var
%x_68:ptr<function, i32, read_write> = var
%8:vec4<f32> = load %gl_FragCoord
%9:vec2<f32> = swizzle %8, xy
%10:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%11:vec2<f32> = load %10
%12:vec2<f32> = div %9, %11
%13:vec2<f32> = mul %12, 8.0f
%x_57:vec2<f32> = floor %13
%15:f32 = access %x_57, 0u
%16:i32 = convert %15
%17:i32 = mul %16, 8i
%18:f32 = access %x_57, 1u
%19:i32 = convert %18
%x_63:i32 = add %17, %19
store %x_65, 0i
store %x_68, %x_63
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_79:ptr<function, i32, read_write> = var
%x_80:ptr<function, i32, read_write> = var
%x_69:ptr<function, i32, read_write> = var
%24:i32 = load %x_68
%25:bool = gt %24, 1i
if %25 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%26:i32 = load %x_68
%27:i32 = and %26, 1i
%28:bool = eq %27, 1i
if %28 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%29:i32 = load %x_68
%30:i32 = mul 3i, %29
%31:i32 = add %30, 1i
store %x_79, %31
%32:i32 = load %x_79
store %x_69, %32
exit_if # if_2
}
%b8 = block { # false
%33:i32 = load %x_68
%34:i32 = div %33, 2i
store %x_80, %34
%35:i32 = load %x_80
store %x_69, %35
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%36:i32 = load %x_65
%37:i32 = add %36, 1i
store %x_65, %37
%38:i32 = load %x_69
store %x_68, %38
next_iteration %b3
}
}
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f))
%39:i32 = load %x_65
%40:i32 = mod %39, 16i
%41:ptr<function, vec4<f32>, read_write> = access %indexable, %40
%42:vec4<f32> = load %41
store %x_GLF_color, %42
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************