blob: 765d6e6625a09d05420583a2f5982f44b1fea0d0 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # 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: {
%i:ptr<function, i32, read_write> = var
%arr:ptr<function, array<i32, 2>, read_write> = var
%a:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
store %i, %10
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%15:i32 = load %i
%x_50:i32 = let %15
%17:ptr<function, i32, read_write> = access %arr, %x_50
%18:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%19:i32 = load %18
store %17, %19
continue # -> $B4
}
$B4: { # continuing
%20:i32 = load %i
%21:i32 = add %20, 1i
store %i, %21
next_iteration # -> $B3
}
}
store %a, -1i
%22:f32 = load_vector_element %gl_FragCoord, 1u
%23:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%24:f32 = load %23
%25:bool = lt %22, %24
%26:bool = eq %25, false
if %26 [t: $B7] { # if_2
$B7: { # true
%27:i32 = load %a
%28:i32 = add %27, 1i
%x_65:i32 = let %28
store %a, %x_65
%30:ptr<function, i32, read_write> = access %arr, %x_65
%31:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%32:i32 = load %31
store %30, %32
exit_if # if_2
}
}
%33:i32 = load %a
%34:i32 = add %33, 1i
%x_70:i32 = let %34
store %a, %x_70
%36:ptr<function, i32, read_write> = access %arr, %x_70
%37:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%38:i32 = load %37
store %36, %38
%39:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%40:i32 = load %39
%41:ptr<function, i32, read_write> = access %arr, %40
%42:i32 = load %41
%43:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%44:i32 = load %43
%45:bool = eq %42, %44
if %45 [t: $B8, f: $B9] { # if_3
$B8: { # true
%46:i32 = load %a
%47:f32 = convert %46
%48:f32 = let %47
%49:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%50:i32 = load %49
%51:f32 = convert %50
%52:f32 = let %51
%53:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%54:i32 = load %53
%55:f32 = convert %54
%56:f32 = let %55
%57:i32 = load %a
%58:f32 = convert %57
%59:vec4<f32> = construct %48, %52, %56, %58
store %x_GLF_color, %59
exit_if # if_3
}
$B9: { # false
%60:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%61:i32 = load %60
%62:f32 = convert %61
%63:vec4<f32> = construct %62
store %x_GLF_color, %63
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B10: {
store %gl_FragCoord, %gl_FragCoord_param
%66:void = call %main_1
%67:vec4<f32> = load %x_GLF_color
%68:main_out = construct %67
ret %68
}
}
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. *
********************************************************************