blob: bef51b0ff548384e796aca476fdd44ed23166c1e [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, 3> @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, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_11: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 {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_36:i32 = load %9
store %a, %x_36
%11:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_38:i32 = load %11
store %i, %x_38
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_43:i32 = load %i
%14:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_45:i32 = load %14
%16:bool = lt %x_43, %x_45
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%17:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_49:i32 = load %17
store %j, %x_49
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%x_54:i32 = load %j
%20:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_56:i32 = load %20
%22:bool = lt %x_54, %x_56
if %22 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%23:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_64:i32 = load %23
store %a, %x_64
%x_66:f32 = load_vector_element %gl_FragCoord, 1u
%26:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%x_68:f32 = load %26
%28:bool = lt %x_66, %x_68
if %28 [t: %b13] { # if_3
%b13 = block { # true
discard
exit_if # if_3
}
}
continue %b12
}
%b12 = block { # continuing
%x_72:i32 = load %a
%30:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_74:i32 = load %30
%32:bool = lt %x_72, %x_74
%33:bool = eq %32, false
break_if %33 %b11
}
}
%x_77:f32 = load_vector_element %gl_FragCoord, 1u
%35:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%x_79:f32 = load %35
%37:bool = lt %x_77, %x_79
if %37 [t: %b14] { # if_4
%b14 = block { # true
exit_loop # loop_2
}
}
continue %b8
}
%b8 = block { # continuing
%x_83:i32 = load %j
%39:i32 = add %x_83, 1i
store %j, %39
next_iteration %b7
}
}
continue %b4
}
%b4 = block { # continuing
%x_85:i32 = load %i
%41:i32 = add %x_85, 1i
store %i, %41
next_iteration %b3
}
}
%x_87:i32 = load %a
%43:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_89:i32 = load %43
%45:bool = eq %x_87, %x_89
if %45 [t: %b15, f: %b16] { # if_5
%b15 = block { # true
%x_94:i32 = load %a
%47:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_97:i32 = load %47
%49:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_100:i32 = load %49
%x_102:i32 = load %a
%52:f32 = convert %x_94
%53:f32 = convert %x_97
%54:f32 = convert %x_100
%55:f32 = convert %x_102
%56:vec4<f32> = construct %52, %53, %54, %55
store %x_GLF_color, %56
exit_if # if_5
}
%b16 = block { # false
%57:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_106:i32 = load %57
%x_107:f32 = convert %x_106
%60:vec4<f32> = construct %x_107, %x_107, %x_107, %x_107
store %x_GLF_color, %60
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b17 {
%b17 = block {
store %gl_FragCoord, %gl_FragCoord_param
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_color
%65:main_out = construct %64
ret %65
}
}
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. *
********************************************************************