blob: 1e8f24b33717913f352c794f909bb0b274621c93 [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, 5> @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 {
%M1:ptr<function, mat2x2<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%c:ptr<function, i32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%9:f32 = load %8
%10:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%11:f32 = load %10
%12:vec2<f32> = construct %9, %11
%13:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%14:f32 = load %13
%15:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%16:f32 = load %15
%17:vec2<f32> = construct %14, %16
%18:mat2x2<f32> = construct %12, %17
store %M1, %18
%19:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%20:f32 = load %19
store %a, %20
%21:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%22:i32 = load %21
store %c, %22
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%23:i32 = load %c
%24:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%25:i32 = load %24
%26:bool = lt %23, %25
if %26 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%27:f32 = load %a
%28:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%29:i32 = load %28
%30:ptr<function, vec2<f32>, read_write> = access %M1, %29
%31:i32 = load %c
%32:i32 = complement %31
%33:i32 = clamp %32, 0i, 1i
%34:f32 = load_vector_element %30, %33
%35:f32 = add %27, %34
store %a, %35
continue %b4
}
%b4 = block { # continuing
%36:i32 = load %c
%37:i32 = add %36, 1i
store %c, %37
next_iteration %b3
}
}
%38:f32 = load %a
%39:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%40:f32 = load %39
%41:bool = eq %38, %40
if %41 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%42:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %44, %47, %50, %53
store %x_GLF_color, %54
exit_if # if_2
}
%b8 = block { # false
%55:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %57
store %x_GLF_color, %58
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
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. *
********************************************************************