blob: 2bea3e6808536ed7facb8351c925a4af261102dc [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 0u
%8:i32 = call %tint_f32_to_i32, %7
%10:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%11:i32 = load %10
%12:bool = lt %8, %11
%13:i32 = select -1i, 0i, %12
store %a, %13
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%14:i32 = load %i
%15:bool = lt %14, 5i
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%16:i32 = load %a
%17:i32 = call %tint_div_i32, %16, 2i
store %a, %17
continue # -> $B4
}
$B4: { # continuing
%19:i32 = load %i
%20:i32 = add %19, 1i
store %i, %20
next_iteration # -> $B3
}
}
%21:i32 = load %a
%22:bool = eq %21, 0i
if %22 [t: $B7, f: $B8] { # if_2
$B7: { # true
%23:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:f32 = let %25
%27:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:f32 = let %29
%31:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:f32 = let %33
%35:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %26, %30, %34, %37
store %x_GLF_color, %38
exit_if # if_2
}
$B8: { # false
%39:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:vec4<f32> = construct %41
store %x_GLF_color, %42
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B9: {
store %gl_FragCoord, %gl_FragCoord_param
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B10: {
%50:bool = eq %rhs, 0i
%51:bool = eq %lhs, -2147483648i
%52:bool = eq %rhs, -1i
%53:bool = and %51, %52
%54:bool = or %50, %53
%55:i32 = select %rhs, 1i, %54
%56:i32 = div %lhs, %55
ret %56
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B11: {
%58:i32 = convert %value
%59:bool = gte %value, -2147483648.0f
%60:i32 = select -2147483648i, %58, %59
%61:bool = lte %value, 2147483520.0f
%62:i32 = select 2147483647i, %60, %61
ret %62
}
}
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. *
********************************************************************