blob: d8d7348a6e6c24a318c5f72ad3ea3491bfaf9165 [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, 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 = block { # 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 {
%b2 = block {
%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
%x_104:f32 = load %19
store %a, %x_104
%21:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_106:f32 = load %21
store %b, %x_106
%23:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_24:i32 = load %23
store %i, %x_24
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_25:i32 = load %i
%26:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_26:i32 = load %26
%28:bool = lt %x_25, %x_26
if %28 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%29:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_27:i32 = load %29
store %i_1, %x_27
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%x_28:i32 = load %i_1
%32:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_29:i32 = load %32
%34:bool = lt %x_28, %x_29
if %34 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%35:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_30:i32 = load %35
store %i_2, %x_30
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%x_31:i32 = load %i_2
%38:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_32:i32 = load %38
%40:bool = lt %x_31, %x_32
if %40 [t: %b13, f: %b14] { # if_3
%b13 = block { # true
exit_if # if_3
}
%b14 = block { # false
exit_loop # loop_3
}
}
%41:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%x_33:i32 = load %41
store %i_3, %x_33
loop [b: %b15, c: %b16] { # loop_4
%b15 = block { # body
%x_34:i32 = load %i_3
%44:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_35:i32 = load %44
%46:bool = lt %x_34, %x_35
if %46 [t: %b17, f: %b18] { # if_4
%b17 = block { # true
exit_if # if_4
}
%b18 = block { # false
exit_loop # loop_4
}
}
%47:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%x_36:i32 = load %47
store %i_4, %x_36
loop [b: %b19, c: %b20] { # loop_5
%b19 = block { # body
%x_37:i32 = load %i_4
%50:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_38:i32 = load %50
%52:bool = lt %x_37, %x_38
if %52 [t: %b21, f: %b22] { # if_5
%b21 = block { # true
exit_if # if_5
}
%b22 = block { # false
exit_loop # loop_5
}
}
%53:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_39:i32 = load %53
store %i_5, %x_39
loop [b: %b23, c: %b24] { # loop_6
%b23 = block { # body
%x_40:i32 = load %i_5
%56:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_41:i32 = load %56
%58:bool = lt %x_40, %x_41
if %58 [t: %b25, f: %b26] { # if_6
%b25 = block { # true
exit_if # if_6
}
%b26 = block { # false
exit_loop # loop_6
}
}
%59:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_42:i32 = load %59
store %i_6, %x_42
loop [b: %b27, c: %b28] { # loop_7
%b27 = block { # body
%x_43:i32 = load %i_6
%62:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_44:i32 = load %62
%64:bool = lt %x_43, %x_44
if %64 [t: %b29, f: %b30] { # if_7
%b29 = block { # true
exit_if # if_7
}
%b30 = block { # false
exit_loop # loop_7
}
}
%65:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_45:i32 = load %65
store %i_7, %x_45
loop [b: %b31, c: %b32] { # loop_8
%b31 = block { # body
%x_46:i32 = load %i_7
%68:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_47:i32 = load %68
%70:bool = lt %x_46, %x_47
if %70 [t: %b33, f: %b34] { # if_8
%b33 = block { # true
exit_if # if_8
}
%b34 = block { # false
exit_loop # loop_8
}
}
%71:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_48:i32 = load %71
store %i_8, %x_48
loop [b: %b35, c: %b36] { # loop_9
%b35 = block { # body
%x_49:i32 = load %i_8
%74:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_50:i32 = load %74
%76:bool = lt %x_49, %x_50
if %76 [t: %b37, f: %b38] { # if_9
%b37 = block { # true
exit_if # if_9
}
%b38 = block { # false
exit_loop # loop_9
}
}
%77:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_51:i32 = load %77
store %i_9, %x_51
loop [b: %b39, c: %b40] { # loop_10
%b39 = block { # body
%x_52:i32 = load %i_9
%80:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_53:i32 = load %80
%82:bool = lt %x_52, %x_53
if %82 [t: %b41, f: %b42] { # if_10
%b41 = block { # true
exit_if # if_10
}
%b42 = block { # false
exit_loop # loop_10
}
}
%83:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_54:i32 = load %83
store %i_10, %x_54
loop [b: %b43, c: %b44] { # loop_11
%b43 = block { # body
%x_55:i32 = load %i_10
%86:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_56:i32 = load %86
%88:bool = lt %x_55, %x_56
if %88 [t: %b45, f: %b46] { # if_11
%b45 = block { # true
exit_if # if_11
}
%b46 = block { # false
exit_loop # loop_11
}
}
%89:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_196:f32 = load %89
store %a, %x_196
%x_198:f32 = load_vector_element %gl_FragCoord, 1u
%92:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_200:f32 = load %92
%94:bool = gt %x_198, %x_200
if %94 [t: %b47] { # if_12
%b47 = block { # true
exit_loop # loop_11
}
}
continue %b44
}
%b44 = block { # continuing
%x_57:i32 = load %i_10
%96:i32 = add %x_57, 1i
store %i_10, %96
next_iteration %b43
}
}
continue %b40
}
%b40 = block { # continuing
%x_59:i32 = load %i_9
%98:i32 = add %x_59, 1i
store %i_9, %98
next_iteration %b39
}
}
continue %b36
}
%b36 = block { # continuing
%x_61:i32 = load %i_8
%100:i32 = add %x_61, 1i
store %i_8, %100
next_iteration %b35
}
}
continue %b32
}
%b32 = block { # continuing
%x_63:i32 = load %i_7
%102:i32 = add %x_63, 1i
store %i_7, %102
next_iteration %b31
}
}
continue %b28
}
%b28 = block { # continuing
%x_65:i32 = load %i_6
%104:i32 = add %x_65, 1i
store %i_6, %104
next_iteration %b27
}
}
continue %b24
}
%b24 = block { # continuing
%x_67:i32 = load %i_5
%106:i32 = add %x_67, 1i
store %i_5, %106
next_iteration %b23
}
}
continue %b20
}
%b20 = block { # continuing
%x_69:i32 = load %i_4
%108:i32 = add %x_69, 1i
store %i_4, %108
next_iteration %b19
}
}
continue %b16
}
%b16 = block { # continuing
%x_71:i32 = load %i_3
%110:i32 = add %x_71, 1i
store %i_3, %110
next_iteration %b15
}
}
continue %b12
}
%b12 = block { # continuing
%x_73:i32 = load %i_2
%112:i32 = add %x_73, 1i
store %i_2, %112
next_iteration %b11
}
}
continue %b8
}
%b8 = block { # continuing
%x_75:i32 = load %i_1
%114:i32 = add %x_75, 1i
store %i_1, %114
next_iteration %b7
}
}
%x_204:f32 = load %b
%116:f32 = add %x_204, 1.0f
store %b, %116
continue %b4
}
%b4 = block { # continuing
%x_77:i32 = load %i
%118:i32 = add %x_77, 1i
store %i, %118
next_iteration %b3
}
}
%x_206:f32 = load %b
%x_207:f32 = load %a
%x_208:f32 = load %a
%x_209:f32 = load %b
%123:vec4<f32> = construct %x_206, %x_207, %x_208, %x_209
store %x_GLF_color, %123
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b48 {
%b48 = block {
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. *
********************************************************************