blob: d4212cbb31294f438321505386f0e0cfd583d4f6 [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, 1> @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, 2i, 0u
%x_34:i32 = load %7
%x_35:f32 = convert %x_34
%10:vec4<f32> = construct %x_35, %x_35, %x_35, %x_35
store %x_GLF_color, %10
%x_38:f32 = load_vector_element %gl_FragCoord, 1u
%12:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%x_40:f32 = load %12
%14:bool = gte %x_38, %x_40
%15:i32 = select 1i, 2i, %14
%16:u32 = bitcast %15
%17:i32 = shiftl 1i, %16
store %i, %17
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_57:ptr<function, bool, read_write> = var
%x_58_phi:ptr<function, bool, read_write> = var
%x_48:i32 = load %i
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_50:i32 = load %21
%x_51:bool = neq %x_48, %x_50
store %x_58_phi, %x_51
if %x_51 [t: %b5] { # if_1
%b5 = block { # true
%x_54:i32 = load %i
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_56:i32 = load %25
%27:bool = lt %x_54, %x_56
store %x_57, %27
%28:bool = load %x_57
store %x_58_phi, %28
exit_if # if_1
}
}
%x_58:bool = load %x_58_phi
if %x_58 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%30:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_61:i32 = load %30
%32:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_64:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_67:i32 = load %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_70:i32 = load %36
%38:f32 = convert %x_61
%39:f32 = convert %x_64
%40:f32 = convert %x_67
%41:f32 = convert %x_70
%42:vec4<f32> = construct %38, %39, %40, %41
store %x_GLF_color, %42
continue %b4
}
%b4 = block { # continuing
%x_73:i32 = load %i
%44:i32 = add %x_73, 1i
store %i, %44
next_iteration %b3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b8 {
%b8 = block {
store %gl_FragCoord, %gl_FragCoord_param
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************