blob: d520a122bec34adccca001747e7fd54e3504de9c [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%8:i32 = load %7
%9:f32 = convert %8
%10:vec4<f32> = construct %9
store %x_GLF_color, %10
%11:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%12:i32 = load %11
store %i, %12
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%13:i32 = load %i
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%16:bool = lt %13, %15
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%17:f32 = load_vector_element %gl_FragCoord, 1u
%18:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%19:f32 = load %18
%20:bool = lt %17, %19
if %20 [t: %b7] { # if_2
%b7 = block { # true
%21:f32 = load_vector_element %gl_FragCoord, 0u
%22:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%23:f32 = load %22
%24:bool = lt %21, %23
if %24 [t: %b8] { # if_3
%b8 = block { # true
ret
}
}
%25:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%26:f32 = load %25
%27:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%28:f32 = load %27
%29:bool = gt %26, %28
if %29 [t: %b9] { # if_4
%b9 = block { # true
ret
}
}
discard
exit_if # if_2
}
}
%30:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%31:f32 = load %30
%32:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%33:f32 = load %32
%34:bool = gt %31, %33
if %34 [t: %b10] { # if_5
%b10 = block { # true
%35:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:vec4<f32> = construct %37, %40, %43, %46
store %x_GLF_color, %47
exit_loop # loop_1
}
}
%48:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%49:f32 = load %48
%50:bool = lt %49, 0.0f
if %50 [t: %b11] { # if_6
%b11 = block { # true
discard
exit_if # if_6
}
}
continue %b4
}
%b4 = block { # continuing
%51:i32 = load %i
%52:i32 = add %51, 1i
store %i, %52
next_iteration %b3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b12 {
%b12 = block {
store %gl_FragCoord, %gl_FragCoord_param
%55:void = call %main_1
%56:vec4<f32> = load %x_GLF_color
%57:main_out = construct %56
ret %57
}
}
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. *
********************************************************************