blob: 7100815f004cf884d5b32e4368b35ca24035abd3 [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, 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 = block { # 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 {
%b2 = block {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 256i
%x_65:f32 = load_vector_element %gl_FragCoord, 1u
%9:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%x_67:f32 = load %9
%11:bool = gt %x_65, %x_67
if %11 [t: %b3] { # if_1
%b3 = block { # true
%x_71:i32 = load %a
%13:i32 = add %x_71, 1i
store %a, %13
exit_if # if_1
}
}
%x_73:i32 = load %a
%15:i32 = countOneBits %x_73
store %i, %15
%x_75:i32 = load %i
%17:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_77:i32 = load %17
%19:bool = lt %x_75, %x_77
if %19 [t: %b4] { # if_2
%b4 = block { # true
%20:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_82:i32 = load %20
ret %x_82
}
}
%x_83:i32 = load %i
ret %x_83
}
}
%main_1 = func():void -> %b5 {
%b5 = block {
%a_1:ptr<function, i32, read_write> = var
%x_38:i32 = call %f1_
store %a_1, %x_38
%x_39:i32 = load %a_1
%27:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%x_41:i32 = load %27
%29:bool = eq %x_39, %x_41
if %29 [t: %b6, f: %b7] { # if_3
%b6 = block { # true
%30:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_47:i32 = load %30
%32:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_50:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_53:i32 = load %34
%36:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%x_56:i32 = load %36
%38:f32 = convert %x_47
%39:f32 = convert %x_50
%40:f32 = convert %x_53
%41:f32 = convert %x_56
%42:vec4<f32> = construct %38, %39, %40, %41
store %x_GLF_color, %42
exit_if # if_3
}
%b7 = block { # false
%43:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%x_60:i32 = load %43
%x_61:f32 = convert %x_60
%46:vec4<f32> = construct %x_61, %x_61, %x_61, %x_61
store %x_GLF_color, %46
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b8 {
%b8 = block {
store %gl_FragCoord, %gl_FragCoord_param
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
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. *
********************************************************************