| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| %b1 = block { # root |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void -> %b2 { |
| %b2 = block { |
| %i:ptr<function, i32, read_write> = var |
| %6:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %7:i32 = load %6 |
| %8:f32 = convert %7 |
| %9:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %10:i32 = load %9 |
| %11:f32 = convert %10 |
| %12:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %13:i32 = load %12 |
| %14:f32 = convert %13 |
| %15:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %16:i32 = load %15 |
| %17:f32 = convert %16 |
| %18:vec4<f32> = construct %8, %11, %14, %17 |
| store %x_GLF_color, %18 |
| %19:f32 = load_vector_element %gl_FragCoord, 1u |
| %20:bool = lt %19, 0.0f |
| if %20 [t: %b3] { # if_1 |
| %b3 = block { # true |
| %21:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %22:i32 = load %21 |
| %23:f32 = convert %22 |
| %24:vec4<f32> = construct %23 |
| store %x_GLF_color, %24 |
| exit_if # if_1 |
| } |
| } |
| %25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %26:i32 = load %25 |
| store %i, %26 |
| loop [b: %b4, c: %b5] { # loop_1 |
| %b4 = block { # body |
| %27:i32 = load %i |
| %28:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u |
| %29:i32 = load %28 |
| %30:bool = lt %27, %29 |
| if %30 [t: %b6, f: %b7] { # if_2 |
| %b6 = block { # true |
| exit_if # if_2 |
| } |
| %b7 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %31:f32 = load_vector_element %gl_FragCoord, 0u |
| %32:bool = gt %31, 0.0f |
| if %32 [t: %b8] { # if_3 |
| %b8 = block { # true |
| %33:f32 = load_vector_element %gl_FragCoord, 1u |
| %34:bool = lt %33, 0.0f |
| if %34 [t: %b9] { # if_4 |
| %b9 = block { # true |
| %35:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %36:i32 = load %35 |
| %37:f32 = convert %36 |
| %38:vec4<f32> = construct %37 |
| store %x_GLF_color, %38 |
| exit_loop # loop_1 |
| } |
| } |
| exit_if # if_3 |
| } |
| } |
| %39:f32 = load_vector_element %gl_FragCoord, 0u |
| %40:bool = gt %39, 0.0f |
| if %40 [t: %b10] { # if_5 |
| %b10 = block { # true |
| %41:f32 = load_vector_element %gl_FragCoord, 1u |
| %42:bool = lt %41, 0.0f |
| if %42 [t: %b11] { # if_6 |
| %b11 = block { # true |
| %43:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %44:i32 = load %43 |
| %45:f32 = convert %44 |
| %46:vec4<f32> = construct %45 |
| store %x_GLF_color, %46 |
| exit_if # if_6 |
| } |
| } |
| exit_if # if_5 |
| } |
| } |
| continue %b5 |
| } |
| %b5 = block { # continuing |
| %47:i32 = load %i |
| %48:i32 = add %47, 1i |
| store %i, %48 |
| next_iteration %b4 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b12 { |
| %b12 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %51:void = call %main_1 |
| %52:vec4<f32> = load %x_GLF_color |
| %53:main_out = construct %52 |
| ret %53 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |