blob: 85c681080cf542e828cbd4cb274b254cf7b8556c [file] [log] [blame]
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)
%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 {
%b2 = block {
%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 = block { # true
%13:f32 = load %gv
%14:f32 = abs %13
store %x_43, %14
exit_if # if_1
}
%b4 = block { # false
store %x_43, 260.0f
exit_if # if_1
}
}
%15:f32 = load %x_43
store %lv, %15
%16:f32 = load %lv
%17:i32 = convert %16
%18:bool = lt %17, 250i
if %18 [t: %b5] { # if_2
%b5 = block { # true
%19:f32 = load %lv
%20:i32 = convert %19
%21:bool = lt %20, 180i
if %21 [t: %b6, f: %b7] { # if_3
%b6 = block { # true
%22:f32 = load %lv
%x_65:f32 = clamp %22, 1.0f, 1.0f
exit_if # if_3
}
%b7 = block { # false
%24:f32 = load_vector_element %gl_FragCoord, 1u
%25:bool = lt %24, 0.0f
if %25 [t: %b8] { # if_4
%b8 = block { # true
%26:f32 = load %lv
%27:i32 = convert %26
%28:bool = lt %27, 210i
if %28 [t: %b9] { # if_5
%b9 = block { # true
loop [b: %b10, c: %b11] { # loop_1
%b10 = block { # body
continue %b11
}
%b11 = block { # continuing
break_if false %b10
}
}
exit_if # if_5
}
}
store %GLF_live5r, 0i
loop [b: %b12, c: %b13] { # loop_2
%b12 = block { # body
if true [t: %b14, f: %b15] { # if_6
%b14 = block { # true
exit_if # if_6
}
%b15 = block { # false
exit_loop # loop_2
}
}
%29:i32 = load %GLF_live5_looplimiter6
%30:bool = gte %29, 6i
if %30 [t: %b16] { # if_7
%b16 = block { # true
exit_loop # loop_2
}
}
%31:i32 = load %GLF_live5_looplimiter6
%32:i32 = add %31, 1i
store %GLF_live5_looplimiter6, %32
continue %b13
}
%b13 = block { # 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 {
%b17 = block {
store %gl_FragCoord, %gl_FragCoord_param
%35:void = call %main_1
%36:vec4<f32> = load %x_GLF_color
%37:main_out = construct %36
ret %37
}
}
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. *
********************************************************************