blob: 64008a5f027f53c741fead59783713fbfcdad615 [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, 5> @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: { # root
%x_6: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: {
%M1:ptr<function, mat2x2<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%c:ptr<function, i32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%9:f32 = load %8
%10:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%11:f32 = load %10
%12:vec2<f32> = construct %9, %11
%13:vec2<f32> = let %12
%14:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%15:f32 = load %14
%16:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%17:f32 = load %16
%18:vec2<f32> = construct %15, %17
%19:mat2x2<f32> = construct %13, %18
store %M1, %19
%20:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%21:f32 = load %20
store %a, %21
%22:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%23:i32 = load %22
store %c, %23
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%24:i32 = load %c
%25:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%26:i32 = load %25
%27:bool = lt %24, %26
if %27 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%28:f32 = load %a
%29:f32 = let %28
%30:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%31:i32 = load %30
%32:ptr<function, vec2<f32>, read_write> = access %M1, %31
%33:ptr<function, vec2<f32>, read_write> = let %32
%34:i32 = load %c
%35:i32 = complement %34
%36:i32 = max %35, 0i
%37:i32 = min %36, 1i
%38:f32 = load_vector_element %33, %37
%39:f32 = add %29, %38
store %a, %39
continue # -> $B4
}
$B4: { # continuing
%40:i32 = load %c
%41:i32 = add %40, 1i
store %c, %41
next_iteration # -> $B3
}
}
%42:f32 = load %a
%43:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%44:f32 = load %43
%45:bool = eq %42, %44
if %45 [t: $B7, f: $B8] { # if_2
$B7: { # true
%46:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:f32 = let %48
%50:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:f32 = let %52
%54:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%55:i32 = load %54
%56:f32 = convert %55
%57:f32 = let %56
%58:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%59:i32 = load %58
%60:f32 = convert %59
%61:vec4<f32> = construct %49, %53, %57, %60
store %x_GLF_color, %61
exit_if # if_2
}
$B8: { # false
%62:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%63:i32 = load %62
%64:f32 = convert %63
%65:vec4<f32> = construct %64
store %x_GLF_color, %65
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%67:void = call %main_1
%68:vec4<f32> = load %x_GLF_color
%69:main_out = construct %68
ret %69
}
}
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. *
********************************************************************