blob: 9d7fbbcfebf4e70a8e65b59f7858a56d75465d3b [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @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 = block { # 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 {
%b2 = block {
%f0:ptr<function, f32, read_write> = var
%f1:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_63:ptr<function, bool, read_write> = var
%x_64:ptr<function, bool, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%11:f32 = load %10
store %f0, %11
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
store %f1, %13
%14:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%15:i32 = load %14
store %i, %15
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%16:i32 = load %i
%17:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%18:i32 = load %17
%19:bool = lt %16, %18
if %19 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%20:f32 = load %f0
%21:f32 = mul 1.10000002384185791016f, %20
%22:f32 = abs %21
store %f0, %22
%23:f32 = load %f0
store %f1, %23
continue %b4
}
%b4 = block { # continuing
%24:i32 = load %i
%25:i32 = add %24, 1i
store %i, %25
next_iteration %b3
}
}
%26:f32 = load %f1
%27:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%28:f32 = load %27
%x_57:bool = gt %26, %28
store %x_64, %x_57
if %x_57 [t: %b7] { # if_2
%b7 = block { # true
%30:f32 = load %f1
%31:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%32:f32 = load %31
%33:bool = lt %30, %32
store %x_63, %33
%34:bool = load %x_63
store %x_64, %34
exit_if # if_2
}
}
%35:bool = load %x_64
if %35 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%36:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:vec4<f32> = construct %38, %41, %44, %47
store %x_GLF_color, %48
exit_if # if_3
}
%b9 = block { # false
%49:ptr<uniform, i32, read> = access %x_10, 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():main_out -> %b10 {
%b10 = block {
%54:void = call %main_1
%55:vec4<f32> = load %x_GLF_color
%56:main_out = construct %55
ret %56
}
}
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. *
********************************************************************