blob: 85d7b489262d99013b9ae062ff0a433124f7e24d [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_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_12:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%f1_ = func():i32 {
$B2: {
%i:ptr<function, i32, read_write> = var
%A:ptr<function, array<i32, 10>, read_write> = var
%a:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_8, 0u, 2i, 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_8, 0u, 0i, 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_66:i32 = let %15
%17:ptr<function, i32, read_write> = access %A, %x_66
%18:ptr<uniform, i32, read> = access %x_8, 0u, 2i, 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_12, 0u, 0i, 0u
%24:f32 = load %23
%25:bool = gte %22, %24
if %25 [t: $B7] { # if_2
$B7: { # true
%26:i32 = load %a
%27:i32 = add %26, 1i
%x_80:i32 = let %27
store %a, %x_80
%29:ptr<function, i32, read_write> = access %A, %x_80
%30:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%31:i32 = load %30
store %29, %31
exit_if # if_2
}
}
%32:ptr<uniform, i32, read> = access %x_8, 0u, 2i, 0u
%33:i32 = load %32
%34:ptr<function, i32, read_write> = access %A, %33
%35:i32 = load %34
%36:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%37:i32 = load %36
%38:bool = eq %35, %37
if %38 [t: $B8, f: $B9] { # if_3
$B8: { # true
%39:i32 = load %a
%40:i32 = add %39, 1i
%x_95:i32 = let %40
store %a, %x_95
%42:ptr<function, i32, read_write> = access %A, %x_95
%43:i32 = load %42
%x_97:i32 = let %43
ret %x_97
}
$B9: { # false
%45:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%46:i32 = load %45
%x_99:i32 = let %46
ret %x_99
}
}
unreachable
}
}
%main_1 = func():void {
$B10: {
%i_1:ptr<function, i32, read_write> = var
%50:i32 = call %f1_
%x_42:i32 = let %50
store %i_1, %x_42
%52:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:f32 = let %54
%56:i32 = load %i_1
%57:f32 = convert %56
%58:f32 = let %57
%59:i32 = load %i_1
%60:f32 = convert %59
%61:f32 = let %60
%62:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%63:i32 = load %62
%64:f32 = convert %63
%65:vec4<f32> = construct %55, %58, %61, %64
store %x_GLF_color, %65
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B11: {
store %gl_FragCoord, %gl_FragCoord_param
%68:void = call %main_1
%69:vec4<f32> = load %x_GLF_color
%70:main_out = construct %69
ret %70
}
}
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. *
********************************************************************