blob: f2b1af7efbff744aacaf50887affcaff89897ee8 [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, 4> @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 {
%a:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%b:ptr<function, f32, read_write> = var
%c:ptr<function, f32, read_write> = var
%d:ptr<function, f32, read_write> = var
%x_67:ptr<function, bool, read_write> = var
%x_68:ptr<function, bool, read_write> = var
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
store %a, %13
%14:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%15:i32 = load %14
store %i, %15
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%16:i32 = load %i
%17:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%18:i32 = load %17
%19:bool = lt %16, %18
if %19 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%20:f32 = load %a
store %b, %20
%21:f32 = load %b
store %c, %21
%22:f32 = load %c
%23:f32 = asin %22
store %d, %23
%24:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%25:f32 = load %24
store %c, %25
%26:f32 = load %d
store %a, %26
continue %b4
}
%b4 = block { # continuing
%27:i32 = load %i
%28:i32 = add %27, 1i
store %i, %28
next_iteration %b3
}
}
%29:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%30:f32 = load %29
%31:f32 = load %a
%x_61:bool = lt %30, %31
store %x_68, %x_61
if %x_61 [t: %b7] { # if_2
%b7 = block { # true
%33:f32 = load %a
%34:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%35:f32 = load %34
%36:bool = lt %33, %35
store %x_67, %36
%37:bool = load %x_67
store %x_68, %37
exit_if # if_2
}
}
%38:bool = load %x_68
if %38 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%39:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:vec4<f32> = construct %41, %44, %47, %50
store %x_GLF_color, %51
exit_if # if_3
}
%b9 = block { # false
%52:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:vec4<f32> = construct %54
store %x_GLF_color, %55
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************