blob: a4b4880eb0c53bc076c6efaca21be504780485f6 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%sums:ptr<function, array<f32, 3>, read_write> = var
%i:ptr<function, i32, read_write> = var
%indexable:ptr<function, mat2x4<f32>, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%9:f32 = load %8
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%11:f32 = load %10
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
%14:array<f32, 3> = construct %9, %11, %13
store %sums, %14
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%15:i32 = load %i
%16:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%17:i32 = load %16
%18:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%19:i32 = load %18
%20:i32 = clamp %17, %19, 2i
%21:bool = lt %15, %20
if %21 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%22:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%x_59:i32 = load %22
%24:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%x_61:f32 = load %24
%x_65:i32 = load %i
%27:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%x_67:i32 = load %27
%29:vec4<f32> = construct %x_61, 0.0f, 0.0f, 0.0f
%30:vec4<f32> = construct 0.0f, %x_61, 0.0f, 0.0f
%31:mat2x4<f32> = construct %29, %30
store %indexable, %31
%32:ptr<function, f32, read_write> = access %sums, %x_59
%33:ptr<function, f32, read_write> = access %sums, %x_59
%34:f32 = load %33
%35:ptr<function, vec4<f32>, read_write> = access %indexable, %x_65
%36:f32 = load_vector_element %35, %x_67
%37:f32 = add %34, %36
store %32, %37
continue %b4
}
%b4 = block { # continuing
%38:i32 = load %i
%39:i32 = add %38, 1i
store %i, %39
next_iteration %b3
}
}
%40:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%41:i32 = load %40
%42:ptr<function, f32, read_write> = access %sums, %41
%43:f32 = load %42
%44:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%45:f32 = load %44
%46:bool = eq %43, %45
if %46 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%47:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%54:i32 = load %53
%55:f32 = convert %54
%56:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%57:i32 = load %56
%58:f32 = convert %57
%59:vec4<f32> = construct %49, %52, %55, %58
store %x_GLF_color, %59
exit_if # if_2
}
%b8 = block { # false
%60:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%61:i32 = load %60
%62:f32 = convert %61
%63:vec4<f32> = construct %62
store %x_GLF_color, %63
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%65:void = call %main_1
%66:vec4<f32> = load %x_GLF_color
%67:main_out = construct %66
ret %67
}
}
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. *
********************************************************************