blob: cc4529849655a26bb58eadaf59321f72e1c25d76 [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_9: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 {
%x_43:ptr<function, f32, read_write> = var
%x_44:ptr<function, f32, read_write> = var
%x_45:ptr<function, f32, read_write> = var
%x_46:ptr<function, i32, read_write> = var
%zero:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%temp:ptr<function, vec2<f32>, read_write> = var
%x_47:vec4<f32> = load %gl_FragCoord
%13:f32 = access %x_47, 0u
%14:f32 = access %x_47, 1u
%15:vec2<f32> = construct %13, %14
store %param, %15
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_54:f32 = load_vector_element %param, 1u
%17:bool = lt %x_54, 50.0f
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
%18:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_60:f32 = load_vector_element %18, 1u
store %x_44, %x_60
exit_if # if_1
}
%b6 = block { # false
store %x_44, 0.0f
exit_if # if_1
}
}
%x_61:f32 = load %x_44
store %x_43, %x_61
%x_63:f32 = load_vector_element %gl_FragCoord, 1u
%22:bool = lt %x_63, 50.0f
%x_65:f32 = select 0.0f, 1.0f, %22
store %x_45, %x_65
%24:f32 = sub %x_61, %x_65
%25:bool = lt %24, 1.0f
if %25 [t: %b7] { # if_2
%b7 = block { # true
store %x_46, 0i
exit_loop # loop_1
}
}
store %x_46, 1i
exit_loop # loop_1
}
%b4 = block { # continuing
break_if true %b3
}
}
%x_70:i32 = load %x_46
store %zero, %x_70
%27:bool = eq %x_70, 1i
if %27 [t: %b8] { # if_3
%b8 = block { # true
ret
}
}
store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f)
%x_75:f32 = load_vector_element %gl_FragCoord, 0u
%29:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_77:f32 = load_vector_element %29, 0u
%31:bool = gte %x_75, %x_77
if %31 [t: %b9] { # if_4
%b9 = block { # true
%x_82:f32 = load_vector_element %gl_FragCoord, 1u
%33:bool = gte %x_82, 0.0f
if %33 [t: %b10] { # if_5
%b10 = block { # true
%34:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_87:f32 = load_vector_element %34, 1u
store_vector_element %x_GLF_color, 0u, %x_87
exit_if # if_5
}
}
exit_if # if_4
}
}
%x_90:f32 = load_vector_element %gl_FragCoord, 1u
%37:bool = gte %x_90, 0.0f
if %37 [t: %b11] { # if_6
%b11 = block { # true
%38:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_95:f32 = load_vector_element %38, 0u
store_vector_element %x_GLF_color, 1u, %x_95
exit_if # if_6
}
}
%x_97:vec4<f32> = load %gl_FragCoord
%41:f32 = access %x_97, 0u
%42:f32 = access %x_97, 1u
%x_98:vec2<f32> = construct %41, %42
%44:f32 = access %x_98, 0u
%45:f32 = access %x_98, 1u
%x_101:vec2<f32> = construct %44, %45
store %temp, %x_101
%47:f32 = access %x_101, 1u
%48:bool = gte %47, 0.0f
if %48 [t: %b12] { # if_7
%b12 = block { # true
%49:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_107:f32 = load_vector_element %49, 0u
store_vector_element %x_GLF_color, 2u, %x_107
exit_if # if_7
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b13 {
%b13 = block {
store %gl_FragCoord, %gl_FragCoord_param
%53:void = call %main_1
%54:vec4<f32> = load %x_GLF_color
%55:main_out = construct %54
ret %55
}
}
%alwaysZero_vf2_ = func(%coord:ptr<function, vec2<f32>, read_write>):i32 -> %b14 {
%b14 = block {
%a:ptr<function, f32, read_write> = var
%x_110:ptr<function, f32, read_write> = var
%b:ptr<function, f32, read_write> = var
%x_112:f32 = load_vector_element %coord, 1u
%62:bool = lt %x_112, 50.0f
if %62 [t: %b15, f: %b16] { # if_8
%b15 = block { # true
%63:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_118:f32 = load_vector_element %63, 1u
store %x_110, %x_118
exit_if # if_8
}
%b16 = block { # false
store %x_110, 0.0f
exit_if # if_8
}
}
%x_119:f32 = load %x_110
store %a, %x_119
%x_121:f32 = load_vector_element %gl_FragCoord, 1u
%67:bool = lt %x_121, 50.0f
%x_123:f32 = select 0.0f, 1.0f, %67
store %b, %x_123
%69:f32 = sub %x_119, %x_123
%70:bool = lt %69, 1.0f
if %70 [t: %b17] { # if_9
%b17 = block { # true
ret 0i
}
}
ret 1i
}
}
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. *
********************************************************************