blob: 43e25058108a40974c692d65818670944ad8eb80 [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)
%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 {
%loop_count:ptr<function, i32, read_write> = var
store %loop_count, 0i
%6:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%7:f32 = load_vector_element %6, 0u
%8:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%9:f32 = load_vector_element %8, 1u
%x_36:bool = gt %7, %9
if %x_36 [t: %b3] { # if_1
%b3 = block { # true
ret
}
}
%11:f32 = load_vector_element %gl_FragCoord, 0u
%x_41:bool = lt %11, 0.0f
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%13:i32 = load %loop_count
%14:bool = lt %13, 100i
if %14 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
if %x_36 [t: %b8] { # if_3
%b8 = block { # true
exit_loop # loop_1
}
}
if %x_36 [t: %b9, f: %b10] { # if_4
%b9 = block { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_4
}
%b10 = block { # false
if %x_41 [t: %b11] { # if_5
%b11 = block { # true
ret
}
}
exit_if # if_4
}
}
if %x_36 [t: %b12, f: %b13] { # if_6
%b12 = block { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_6
}
%b13 = block { # false
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_6
}
}
if %x_36 [t: %b14] { # if_7
%b14 = block { # true
ret
}
}
if %x_41 [t: %b15] { # if_8
%b15 = block { # true
loop [b: %b16, c: %b17] { # loop_2
%b16 = block { # body
%15:i32 = load %loop_count
%16:bool = lt %15, 100i
if %16 [t: %b18, f: %b19] { # if_9
%b18 = block { # true
exit_if # if_9
}
%b19 = block { # false
exit_loop # loop_2
}
}
continue %b17
}
%b17 = block { # continuing
%17:i32 = load %loop_count
%18:i32 = add %17, 1i
store %loop_count, %18
next_iteration %b16
}
}
exit_if # if_8
}
}
continue %b5
}
%b5 = block { # continuing
%19:i32 = load %loop_count
%20:i32 = add %19, 1i
store %loop_count, %20
next_iteration %b4
}
}
%21:i32 = load %loop_count
%22:bool = gte %21, 100i
if %22 [t: %b20, f: %b21] { # if_10
%b20 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_10
}
%b21 = block { # false
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_10
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b22 {
%b22 = block {
store %gl_FragCoord, %gl_FragCoord_param
%25:void = call %main_1
%26:vec4<f32> = load %x_GLF_color
%27:main_out = construct %26
ret %27
}
}
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. *
********************************************************************