blob: e2408a580e87389963f02a03b44548e876d46069 [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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_10: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, u32, read_write> = var
%values:ptr<function, vec4<f32>, read_write> = var
%r:ptr<function, vec4<f32>, read_write> = var
%x_85:ptr<function, bool, read_write> = var
%x_101:ptr<function, bool, read_write> = var
%x_117:ptr<function, bool, read_write> = var
%x_86_phi:ptr<function, bool, read_write> = var
%x_102_phi:ptr<function, bool, read_write> = var
%x_118_phi:ptr<function, bool, read_write> = var
store %a, 1006648320u
%x_38:u32 = load %a
%15:vec4<f32> = unpack4x8unorm %x_38
store %values, %15
%16:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%x_41:f32 = load %16
%18:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%x_43:f32 = load %18
%20:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%x_45:f32 = load %20
%22:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%x_48:f32 = load %22
%24:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%x_50:f32 = load %24
%26:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%x_53:f32 = load %26
%28:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%x_55:f32 = load %28
%30:f32 = div %x_43, %x_45
%31:f32 = div %x_48, %x_50
%32:f32 = div %x_53, %x_55
%33:vec4<f32> = construct %x_41, %30, %31, %32
store %r, %33
%34:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_59:i32 = load %34
%x_61:f32 = load_vector_element %values, %x_59
%37:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_63:i32 = load %37
%x_65:f32 = load_vector_element %r, %x_63
%40:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%x_69:f32 = load %40
%42:f32 = sub %x_61, %x_65
%43:f32 = abs %42
%x_70:bool = lt %43, %x_69
store %x_86_phi, %x_70
if %x_70 [t: %b3] { # if_1
%b3 = block { # true
%45:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_74:i32 = load %45
%x_76:f32 = load_vector_element %values, %x_74
%48:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_78:i32 = load %48
%x_80:f32 = load_vector_element %r, %x_78
%51:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%x_84:f32 = load %51
%53:f32 = sub %x_76, %x_80
%54:f32 = abs %53
%55:bool = lt %54, %x_84
store %x_85, %55
%56:bool = load %x_85
store %x_86_phi, %56
exit_if # if_1
}
}
%x_86:bool = load %x_86_phi
store %x_102_phi, %x_86
if %x_86 [t: %b4] { # if_2
%b4 = block { # true
%58:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%x_90:i32 = load %58
%x_92:f32 = load_vector_element %values, %x_90
%61:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%x_94:i32 = load %61
%x_96:f32 = load_vector_element %r, %x_94
%64:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%x_100:f32 = load %64
%66:f32 = sub %x_92, %x_96
%67:f32 = abs %66
%68:bool = lt %67, %x_100
store %x_101, %68
%69:bool = load %x_101
store %x_102_phi, %69
exit_if # if_2
}
}
%x_102:bool = load %x_102_phi
store %x_118_phi, %x_102
if %x_102 [t: %b5] { # if_3
%b5 = block { # true
%71:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_106:i32 = load %71
%x_108:f32 = load_vector_element %values, %x_106
%74:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_110:i32 = load %74
%x_112:f32 = load_vector_element %r, %x_110
%77:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%x_116:f32 = load %77
%79:f32 = sub %x_108, %x_112
%80:f32 = abs %79
%81:bool = lt %80, %x_116
store %x_117, %81
%82:bool = load %x_117
store %x_118_phi, %82
exit_if # if_3
}
}
%x_118:bool = load %x_118_phi
if %x_118 [t: %b6, f: %b7] { # if_4
%b6 = block { # true
%84:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_123:i32 = load %84
%86:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_126:i32 = load %86
%88:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_129:i32 = load %88
%90:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_132:i32 = load %90
%92:f32 = convert %x_123
%93:f32 = convert %x_126
%94:f32 = convert %x_129
%95:f32 = convert %x_132
%96:vec4<f32> = construct %92, %93, %94, %95
store %x_GLF_color, %96
exit_if # if_4
}
%b7 = block { # false
%97:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_136:i32 = load %97
%x_137:f32 = convert %x_136
%100:vec4<f32> = construct %x_137, %x_137, %x_137, %x_137
store %x_GLF_color, %100
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b8 {
%b8 = block {
%102:void = call %main_1
%103:vec4<f32> = load %x_GLF_color
%104:main_out = construct %103
ret %104
}
}
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. *
********************************************************************