blob: 10a1936b872a1670def574b56022bd1068080542 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%v0:ptr<function, vec4<f32>, read_write> = var
%v1:ptr<function, vec4<f32>, read_write> = var
%a:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%10:f32 = load %9
%11:vec4<f32> = construct %10
store %v0, %11
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
%14:vec4<f32> = construct %13
store %v1, %14
%15:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%16:i32 = load %15
store %a, %16
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%17:i32 = load %a
%18:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%19:i32 = load %18
%20:bool = lt %17, %19
if %20 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%21:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%22:i32 = load %21
store %c, %22
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%23:i32 = load %c
%24:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%25:i32 = load %24
%26:bool = lt %23, %25
if %26 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%27:i32 = load %c
%28:i32 = max %27, 0i
%29:i32 = min %28, 3i
%x_69:i32 = let %29
%31:f32 = load_vector_element %v0, %x_69
%32:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%33:f32 = load %32
%34:f32 = sub %31, %33
store_vector_element %v0, %x_69, %34
%35:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%36:i32 = load %35
%37:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%38:i32 = load %37
%39:bool = eq %36, %38
if %39 [t: $B11] { # if_3
$B11: { # true
%40:i32 = load %a
%x_83:i32 = let %40
%42:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%43:f32 = load %42
%44:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%45:f32 = load %44
%46:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%47:f32 = load %46
%48:vec4<f32> = construct %43, %45, %47, 3.0f
%49:vec4<f32> = load %v0
%50:vec4<f32> = smoothstep %48, vec4<f32>(1.0f), %49
%51:i32 = load %a
%52:f32 = access %50, %51
store_vector_element %v1, %x_83, %52
exit_if # if_3
}
}
continue # -> $B8
}
$B8: { # continuing
%53:i32 = load %c
%54:i32 = add %53, 1i
store %c, %54
next_iteration # -> $B7
}
}
continue # -> $B4
}
$B4: { # continuing
%55:i32 = load %a
%56:i32 = add %55, 1i
store %a, %56
next_iteration # -> $B3
}
}
%57:f32 = load_vector_element %v1, 0u
%58:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%59:f32 = load %58
%60:bool = eq %57, %59
if %60 [t: $B12, f: $B13] { # if_4
$B12: { # true
%61:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%62:i32 = load %61
%63:f32 = convert %62
%64:f32 = let %63
%65:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%66:i32 = load %65
%67:f32 = convert %66
%68:f32 = let %67
%69:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%70:i32 = load %69
%71:f32 = convert %70
%72:f32 = let %71
%73:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%74:i32 = load %73
%75:f32 = convert %74
%76:vec4<f32> = construct %64, %68, %72, %75
store %x_GLF_color, %76
exit_if # if_4
}
$B13: { # false
%77:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%78:i32 = load %77
%79:f32 = convert %78
%80:vec4<f32> = construct %79
store %x_GLF_color, %80
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%82:void = call %main_1
%83:vec4<f32> = load %x_GLF_color
%84:main_out = construct %83
ret %84
}
}
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. *
********************************************************************