| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 |
| } |
| |
| %f_ = func():void -> %b2 { |
| %b2 = block { |
| loop [b: %b3, c: %b4] { # loop_1 |
| %b3 = block { # body |
| %5:ptr<uniform, vec2<f32>, read> = access %x_7, 0u |
| %6:f32 = load_vector_element %5, 1u |
| %7:bool = gt 1.0f, %6 |
| if %7 [t: %b5] { # if_1 |
| %b5 = block { # true |
| %8:f32 = load_vector_element %gl_FragCoord, 1u |
| %9:bool = lt %8, 0.0f |
| if %9 [t: %b6, f: %b7] { # if_2 |
| %b6 = block { # true |
| continue %b4 |
| } |
| %b7 = block { # false |
| continue %b4 |
| } |
| } |
| exit_if # if_1 |
| } |
| } |
| discard |
| continue %b4 |
| } |
| %b4 = block { # continuing |
| break_if true %b3 |
| } |
| } |
| ret |
| } |
| } |
| %main_1 = func():void -> %b8 { |
| %b8 = block { |
| %11:void = call %f_ |
| 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 -> %b9 { |
| %b9 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %14:void = call %main_1 |
| %15:vec4<f32> = load %x_GLF_color |
| %16:main_out = construct %15 |
| ret %16 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |