blob: 7c9dabacba04618664f162be9a84b0894af132eb [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%arr:ptr<function, array<f32, 5>, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%9:f32 = load %8
%x_38:f32 = let %9
%11:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%12:f32 = load %11
%x_40:f32 = let %12
%14:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%15:f32 = load %14
%x_42:f32 = let %15
%17:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%18:f32 = load %17
%x_44:f32 = let %18
%20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%21:f32 = load %20
%x_46:f32 = let %21
%23:array<f32, 5> = construct %x_38, %x_40, %x_42, %x_44, %x_46
store %arr, %23
%24:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%25:i32 = load %24
%x_49:i32 = let %25
store %i, %x_49
store %j, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%27:i32 = load %i
%x_54:i32 = let %27
%29:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%30:i32 = load %29
%x_56:i32 = let %30
%32:bool = lt %x_54, %x_56
if %32 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%33:i32 = load %j
%x_59:i32 = let %33
%35:bool = lt %x_59, -1i
if %35 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
%36:i32 = load %j
%x_63:i32 = let %36
%38:ptr<function, f32, read_write> = access %arr, %x_63
%39:f32 = load %38
%x_65:f32 = let %39
%41:ptr<function, f32, read_write> = access %arr, %x_63
%42:f32 = add %x_65, 1.0f
store %41, %42
continue # -> $B4
}
$B4: { # continuing
%43:i32 = load %i
%x_68:i32 = let %43
%45:i32 = add %x_68, 1i
store %i, %45
%46:i32 = load %j
%x_70:i32 = let %46
%48:i32 = add %x_70, 1i
store %j, %48
next_iteration # -> $B3
}
}
%49:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%50:f32 = load %49
%x_73:f32 = let %50
%52:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%53:f32 = load %52
%x_75:f32 = let %53
%55:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%56:f32 = load %55
%x_77:f32 = let %56
%58:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%59:f32 = load %58
%x_79:f32 = let %59
%61:vec4<f32> = construct %x_73, %x_75, %x_77, %x_79
store %x_GLF_color, %61
%62:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%63:i32 = load %62
%x_82:i32 = let %63
store %i, %x_82
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%65:i32 = load %i
%x_87:i32 = let %65
%67:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%68:i32 = load %67
%x_89:i32 = let %68
%70:bool = lt %x_87, %x_89
if %70 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
%71:i32 = load %i
%x_92:i32 = let %71
%73:ptr<function, f32, read_write> = access %arr, %x_92
%74:f32 = load %73
%x_94:f32 = let %74
%76:bool = eq %x_94, 2.0f
%77:bool = eq %76, false
if %77 [t: $B12] { # if_4
$B12: { # true
%78:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%79:f32 = load %78
%x_99:f32 = let %79
%81:vec4<f32> = construct %x_99, %x_99, %x_99, %x_99
store %x_GLF_color, %81
exit_if # if_4
}
}
continue # -> $B9
}
$B9: { # continuing
%82:i32 = load %i
%x_101:i32 = let %82
%84:i32 = add %x_101, 1i
store %i, %84
next_iteration # -> $B8
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B13: {
%86:void = call %main_1
%87:vec4<f32> = load %x_GLF_color
%88:main_out = construct %87
ret %88
}
}
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. *
********************************************************************