blob: df3b414bd921ab3edf5b637fb9c1d3eefbb6874f [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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, f32, read_write> = var
%b:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%i_2:ptr<function, i32, read_write> = var
%i_3:ptr<function, i32, read_write> = var
%i_4:ptr<function, i32, read_write> = var
%i_5:ptr<function, i32, read_write> = var
%i_6:ptr<function, i32, read_write> = var
%i_7:ptr<function, i32, read_write> = var
%i_8:ptr<function, i32, read_write> = var
%i_9:ptr<function, i32, read_write> = var
%i_10:ptr<function, i32, read_write> = var
%19:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%20:f32 = load %19
store %a, %20
%21:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%22:f32 = load %21
store %b, %22
%23:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%24:i32 = load %23
store %i, %24
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%25:i32 = load %i
%26:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%27:i32 = load %26
%28:bool = lt %25, %27
if %28 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%29:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%30:i32 = load %29
store %i_1, %30
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%31:i32 = load %i_1
%32:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%33:i32 = load %32
%34:bool = lt %31, %33
if %34 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%35:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%36:i32 = load %35
store %i_2, %36
loop [b: $B11, c: $B12] { # loop_3
$B11: { # body
%37:i32 = load %i_2
%38:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%39:i32 = load %38
%40:bool = lt %37, %39
if %40 [t: $B13, f: $B14] { # if_3
$B13: { # true
exit_if # if_3
}
$B14: { # false
exit_loop # loop_3
}
}
%41:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%42:i32 = load %41
store %i_3, %42
loop [b: $B15, c: $B16] { # loop_4
$B15: { # body
%43:i32 = load %i_3
%44:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%45:i32 = load %44
%46:bool = lt %43, %45
if %46 [t: $B17, f: $B18] { # if_4
$B17: { # true
exit_if # if_4
}
$B18: { # false
exit_loop # loop_4
}
}
%47:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%48:i32 = load %47
store %i_4, %48
loop [b: $B19, c: $B20] { # loop_5
$B19: { # body
%49:i32 = load %i_4
%50:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%51:i32 = load %50
%52:bool = lt %49, %51
if %52 [t: $B21, f: $B22] { # if_5
$B21: { # true
exit_if # if_5
}
$B22: { # false
exit_loop # loop_5
}
}
%53:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%54:i32 = load %53
store %i_5, %54
loop [b: $B23, c: $B24] { # loop_6
$B23: { # body
%55:i32 = load %i_5
%56:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%57:i32 = load %56
%58:bool = lt %55, %57
if %58 [t: $B25, f: $B26] { # if_6
$B25: { # true
exit_if # if_6
}
$B26: { # false
exit_loop # loop_6
}
}
%59:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%60:i32 = load %59
store %i_6, %60
loop [b: $B27, c: $B28] { # loop_7
$B27: { # body
%61:i32 = load %i_6
%62:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%63:i32 = load %62
%64:bool = lt %61, %63
if %64 [t: $B29, f: $B30] { # if_7
$B29: { # true
exit_if # if_7
}
$B30: { # false
exit_loop # loop_7
}
}
%65:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%66:i32 = load %65
store %i_7, %66
loop [b: $B31, c: $B32] { # loop_8
$B31: { # body
%67:i32 = load %i_7
%68:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%69:i32 = load %68
%70:bool = lt %67, %69
if %70 [t: $B33, f: $B34] { # if_8
$B33: { # true
exit_if # if_8
}
$B34: { # false
exit_loop # loop_8
}
}
%71:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%72:i32 = load %71
store %i_8, %72
loop [b: $B35, c: $B36] { # loop_9
$B35: { # body
%73:i32 = load %i_8
%74:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%75:i32 = load %74
%76:bool = lt %73, %75
if %76 [t: $B37, f: $B38] { # if_9
$B37: { # true
exit_if # if_9
}
$B38: { # false
exit_loop # loop_9
}
}
%77:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%78:i32 = load %77
store %i_9, %78
loop [b: $B39, c: $B40] { # loop_10
$B39: { # body
%79:i32 = load %i_9
%80:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%81:i32 = load %80
%82:bool = lt %79, %81
if %82 [t: $B41, f: $B42] { # if_10
$B41: { # true
exit_if # if_10
}
$B42: { # false
exit_loop # loop_10
}
}
%83:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%84:i32 = load %83
store %i_10, %84
loop [b: $B43, c: $B44] { # loop_11
$B43: { # body
%85:i32 = load %i_10
%86:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%87:i32 = load %86
%88:bool = lt %85, %87
if %88 [t: $B45, f: $B46] { # if_11
$B45: { # true
exit_if # if_11
}
$B46: { # false
exit_loop # loop_11
}
}
%89:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%90:f32 = load %89
store %a, %90
%91:f32 = load_vector_element %gl_FragCoord, 1u
%92:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%93:f32 = load %92
%94:bool = gt %91, %93
if %94 [t: $B47] { # if_12
$B47: { # true
exit_loop # loop_11
}
}
continue # -> $B44
}
$B44: { # continuing
%95:i32 = load %i_10
%96:i32 = add %95, 1i
store %i_10, %96
next_iteration # -> $B43
}
}
continue # -> $B40
}
$B40: { # continuing
%97:i32 = load %i_9
%98:i32 = add %97, 1i
store %i_9, %98
next_iteration # -> $B39
}
}
continue # -> $B36
}
$B36: { # continuing
%99:i32 = load %i_8
%100:i32 = add %99, 1i
store %i_8, %100
next_iteration # -> $B35
}
}
continue # -> $B32
}
$B32: { # continuing
%101:i32 = load %i_7
%102:i32 = add %101, 1i
store %i_7, %102
next_iteration # -> $B31
}
}
continue # -> $B28
}
$B28: { # continuing
%103:i32 = load %i_6
%104:i32 = add %103, 1i
store %i_6, %104
next_iteration # -> $B27
}
}
continue # -> $B24
}
$B24: { # continuing
%105:i32 = load %i_5
%106:i32 = add %105, 1i
store %i_5, %106
next_iteration # -> $B23
}
}
continue # -> $B20
}
$B20: { # continuing
%107:i32 = load %i_4
%108:i32 = add %107, 1i
store %i_4, %108
next_iteration # -> $B19
}
}
continue # -> $B16
}
$B16: { # continuing
%109:i32 = load %i_3
%110:i32 = add %109, 1i
store %i_3, %110
next_iteration # -> $B15
}
}
continue # -> $B12
}
$B12: { # continuing
%111:i32 = load %i_2
%112:i32 = add %111, 1i
store %i_2, %112
next_iteration # -> $B11
}
}
continue # -> $B8
}
$B8: { # continuing
%113:i32 = load %i_1
%114:i32 = add %113, 1i
store %i_1, %114
next_iteration # -> $B7
}
}
%115:f32 = load %b
%116:f32 = add %115, 1.0f
store %b, %116
continue # -> $B4
}
$B4: { # continuing
%117:i32 = load %i
%118:i32 = add %117, 1i
store %i, %118
next_iteration # -> $B3
}
}
%119:f32 = load %b
%120:f32 = load %a
%121:f32 = load %a
%122:f32 = load %b
%123:vec4<f32> = construct %119, %120, %121, %122
store %x_GLF_color, %123
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B48: {
store %gl_FragCoord, %gl_FragCoord_param
%126:void = call %main_1
%127:vec4<f32> = load %x_GLF_color
%128:main_out = construct %127
ret %128
}
}
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. *
********************************************************************