blob: 0bc6229d0030fb618b1cef04deed5cded0c9e431 [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, 3> @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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%sums:ptr<function, array<f32, 3>, read_write> = var
%i:ptr<function, i32, read_write> = var
%indexable:ptr<function, mat2x4<f32>, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%9:f32 = load %8
%x_40:f32 = let %9
%11:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%12:f32 = load %11
%x_42:f32 = let %12
%14:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%15:f32 = load %14
%x_44:f32 = let %15
%17:array<f32, 3> = construct %x_40, %x_42, %x_44
store %sums, %17
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%18:i32 = load %i
%x_50:i32 = let %18
%20:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%21:i32 = load %20
%x_52:i32 = let %21
%23:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%24:i32 = load %23
%x_54:i32 = let %24
%26:i32 = max %x_52, %x_54
%27:i32 = min %26, 2i
%28:bool = lt %x_50, %27
if %28 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%29:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%30:i32 = load %29
%x_59:i32 = let %30
%32:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%33:f32 = load %32
%x_61:f32 = let %33
%35:i32 = load %i
%x_65:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%38:i32 = load %37
%x_67:i32 = let %38
%40:vec4<f32> = construct %x_61, 0.0f, 0.0f, 0.0f
%41:vec4<f32> = let %40
%42:vec4<f32> = construct 0.0f, %x_61, 0.0f, 0.0f
%43:mat2x4<f32> = construct %41, %42
store %indexable, %43
%44:ptr<function, vec4<f32>, read_write> = access %indexable, %x_65
%45:f32 = load_vector_element %44, %x_67
%x_69:f32 = let %45
%47:ptr<function, f32, read_write> = access %sums, %x_59
%48:f32 = load %47
%x_71:f32 = let %48
%50:ptr<function, f32, read_write> = access %sums, %x_59
%51:f32 = add %x_71, %x_69
store %50, %51
continue # -> $B4
}
$B4: { # continuing
%52:i32 = load %i
%x_74:i32 = let %52
%54:i32 = add %x_74, 1i
store %i, %54
next_iteration # -> $B3
}
}
%55:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%56:i32 = load %55
%x_77:i32 = let %56
%58:ptr<function, f32, read_write> = access %sums, %x_77
%59:f32 = load %58
%x_79:f32 = let %59
%61:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%62:f32 = load %61
%x_81:f32 = let %62
%64:bool = eq %x_79, %x_81
if %64 [t: $B7, f: $B8] { # if_2
$B7: { # true
%65:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%66:i32 = load %65
%x_87:i32 = let %66
%68:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%69:i32 = load %68
%x_90:i32 = let %69
%71:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%72:i32 = load %71
%x_93:i32 = let %72
%74:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%75:i32 = load %74
%x_96:i32 = let %75
%77:f32 = convert %x_87
%78:f32 = let %77
%79:f32 = convert %x_90
%80:f32 = let %79
%81:f32 = convert %x_93
%82:f32 = let %81
%83:f32 = convert %x_96
%84:vec4<f32> = construct %78, %80, %82, %83
store %x_GLF_color, %84
exit_if # if_2
}
$B8: { # false
%85:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%86:i32 = load %85
%x_100:i32 = let %86
%88:f32 = convert %x_100
%x_101:f32 = let %88
%90:vec4<f32> = construct %x_101, %x_101, %x_101, %x_101
store %x_GLF_color, %90
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%92:void = call %main_1
%93:vec4<f32> = load %x_GLF_color
%94:main_out = construct %93
ret %94
}
}
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. *
********************************************************************