blob: c0df4e061b8521a8d2da367510d5761b435467fe [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, 1> @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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%f1_ = func():i32 {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 256i
%8:f32 = load_vector_element %gl_FragCoord, 1u
%9:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%10:f32 = load %9
%11:bool = gt %8, %10
if %11 [t: $B3] { # if_1
$B3: { # true
%12:i32 = load %a
%13:i32 = add %12, 1i
store %a, %13
exit_if # if_1
}
}
%14:i32 = load %a
%15:i32 = countOneBits %14
store %i, %15
%16:i32 = load %i
%17:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%18:i32 = load %17
%19:bool = lt %16, %18
if %19 [t: $B4] { # if_2
$B4: { # true
%20:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%21:i32 = load %20
%x_82:i32 = let %21
ret %x_82
}
}
%23:i32 = load %i
%x_83:i32 = let %23
ret %x_83
}
}
%main_1 = func():void {
$B5: {
%a_1:ptr<function, i32, read_write> = var
%27:i32 = call %f1_
%x_38:i32 = let %27
store %a_1, %x_38
%29:i32 = load %a_1
%30:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%31:i32 = load %30
%32:bool = eq %29, %31
if %32 [t: $B6, f: $B7] { # if_3
$B6: { # true
%33:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%34:i32 = load %33
%35:f32 = convert %34
%36:f32 = let %35
%37:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:f32 = let %39
%41:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:f32 = let %43
%45:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:vec4<f32> = construct %36, %40, %44, %47
store %x_GLF_color, %48
exit_if # if_3
}
$B7: { # false
%49:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%50:i32 = load %49
%51:f32 = convert %50
%52:vec4<f32> = construct %51
store %x_GLF_color, %52
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%55:void = call %main_1
%56:vec4<f32> = load %x_GLF_color
%57:main_out = construct %56
ret %57
}
}
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. *
********************************************************************