blob: 2b69a0662e661ca7946b2259d40a435ef9d67474 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 4> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_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, buf1, read> = var @binding_point(0, 1)
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%sums:ptr<function, array<f32, 2>, read_write> = var
%a:ptr<function, i32, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%d:ptr<function, i32, read_write> = var
%indexable:ptr<function, mat2x2<f32>, read_write> = var
%indexable_1:ptr<function, mat2x2<f32>, read_write> = var
%x_158:ptr<function, bool, read_write> = var
%x_159:ptr<function, bool, read_write> = var
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_16:i32 = load %14
%16:ptr<function, f32, read_write> = access %sums, %x_16
%17:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%18:f32 = load %17
%19:f32 = negation %18
store %16, %19
%20:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_18:i32 = load %20
%22:ptr<function, f32, read_write> = access %sums, %x_18
%23:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%24:f32 = load %23
%25:f32 = negation %24
store %22, %25
%26:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%27:i32 = load %26
store %a, %27
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%28:i32 = load %a
%29:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%30:i32 = load %29
%31:bool = lt %28, %30
if %31 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%32:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%33:i32 = load %32
store %b, %33
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%34:i32 = load %b
%35:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%36:i32 = load %35
%37:bool = lt %34, %36
if %37 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
store %c, %39
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%40:i32 = load %c
%41:i32 = load %a
%42:bool = lte %40, %41
if %42 [t: %b13, f: %b14] { # if_3
%b13 = block { # true
exit_if # if_3
}
%b14 = block { # false
exit_loop # loop_3
}
}
%43:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%44:i32 = load %43
store %d, %44
loop [b: %b15, c: %b16] { # loop_4
%b15 = block { # body
%45:i32 = load %d
%46:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%47:i32 = load %46
%48:bool = lt %45, %47
if %48 [t: %b17, f: %b18] { # if_4
%b17 = block { # true
exit_if # if_4
}
%b18 = block { # false
exit_loop # loop_4
}
}
%x_31:i32 = load %a
%50:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%51:i32 = load %50
%x_125:f32 = convert %51
%x_33:i32 = load %c
%54:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_34:i32 = load %54
%56:vec2<f32> = construct %x_125, 0.0f
%57:vec2<f32> = construct 0.0f, %x_125
%58:mat2x2<f32> = construct %56, %57
store %indexable, %58
%59:ptr<function, f32, read_write> = access %sums, %x_31
%60:ptr<function, vec2<f32>, read_write> = access %indexable, %x_33
%61:f32 = load_vector_element %60, %x_34
store %59, %61
%x_35:i32 = load %a
%63:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%64:i32 = load %63
%x_134:f32 = convert %64
%x_37:i32 = load %c
%67:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_38:i32 = load %67
%69:vec2<f32> = construct %x_134, 0.0f
%70:vec2<f32> = construct 0.0f, %x_134
%71:mat2x2<f32> = construct %69, %70
store %indexable_1, %71
%72:ptr<function, f32, read_write> = access %sums, %x_35
%73:ptr<function, f32, read_write> = access %sums, %x_35
%74:f32 = load %73
%75:ptr<function, vec2<f32>, read_write> = access %indexable_1, %x_37
%76:f32 = load_vector_element %75, %x_38
%77:f32 = add %74, %76
store %72, %77
continue %b16
}
%b16 = block { # continuing
%78:i32 = load %d
%79:i32 = add %78, 1i
store %d, %79
next_iteration %b15
}
}
continue %b12
}
%b12 = block { # continuing
%80:i32 = load %c
%81:i32 = add %80, 1i
store %c, %81
next_iteration %b11
}
}
continue %b8
}
%b8 = block { # continuing
%82:i32 = load %b
%83:i32 = add %82, 1i
store %b, %83
next_iteration %b7
}
}
continue %b4
}
%b4 = block { # continuing
%84:i32 = load %a
%85:i32 = add %84, 1i
store %a, %85
next_iteration %b3
}
}
%86:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%87:i32 = load %86
%88:ptr<function, f32, read_write> = access %sums, %87
%89:f32 = load %88
%90:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%91:f32 = load %90
%x_150:bool = eq %89, %91
store %x_159, %x_150
if %x_150 [t: %b19] { # if_5
%b19 = block { # true
%93:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%94:i32 = load %93
%95:ptr<function, f32, read_write> = access %sums, %94
%96:f32 = load %95
%97:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%98:f32 = load %97
%99:bool = eq %96, %98
store %x_158, %99
%100:bool = load %x_158
store %x_159, %100
exit_if # if_5
}
}
%101:bool = load %x_159
if %101 [t: %b20, f: %b21] { # if_6
%b20 = block { # true
%102:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%103:i32 = load %102
%104:f32 = convert %103
%105:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%106:i32 = load %105
%107:f32 = convert %106
%108:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%109:i32 = load %108
%110:f32 = convert %109
%111:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%112:i32 = load %111
%113:f32 = convert %112
%114:vec4<f32> = construct %104, %107, %110, %113
store %x_GLF_color, %114
exit_if # if_6
}
%b21 = block { # false
%115:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%116:i32 = load %115
%117:f32 = convert %116
%118:vec4<f32> = construct %117
store %x_GLF_color, %118
exit_if # if_6
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b22 {
%b22 = block {
%120:void = call %main_1
%121:vec4<f32> = load %x_GLF_color
%122:main_out = construct %121
ret %122
}
}
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. *
********************************************************************