blob: 3c7bb0ee07fa56087a9b96b70f4b7dbc97bbaf0d [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)
}
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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%9:i32 = load %8
%x_37:i32 = let %9
%11:f32 = convert %x_37
%x_38:f32 = let %11
%13:vec4<f32> = construct %x_38, %x_38, %x_38, %x_38
store %x_GLF_color, %13
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%15:i32 = load %14
%x_41:i32 = let %15
store %i, %x_41
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%17:i32 = load %i
%x_46:i32 = let %17
%19:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%20:i32 = load %19
%x_48:i32 = let %20
%22:bool = lt %x_46, %x_48
if %22 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%23:f32 = load_vector_element %gl_FragCoord, 1u
%x_52:f32 = let %23
%25:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%26:f32 = load %25
%x_54:f32 = let %26
%28:bool = lt %x_52, %x_54
if %28 [t: $B7] { # if_2
$B7: { # true
%29:f32 = load_vector_element %gl_FragCoord, 0u
%x_59:f32 = let %29
%31:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%32:f32 = load %31
%x_61:f32 = let %32
%34:bool = lt %x_59, %x_61
if %34 [t: $B8] { # if_3
$B8: { # true
ret
}
}
%35:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%36:f32 = load %35
%x_66:f32 = let %36
%38:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%39:f32 = load %38
%x_68:f32 = let %39
%41:bool = gt %x_66, %x_68
if %41 [t: $B9] { # if_4
$B9: { # true
ret
}
}
store %continue_execution, false
exit_if # if_2
}
}
%42:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%43:f32 = load %42
%x_73:f32 = let %43
%45:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%46:f32 = load %45
%x_75:f32 = let %46
%48:bool = gt %x_73, %x_75
if %48 [t: $B10] { # if_5
$B10: { # true
%49:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%50:i32 = load %49
%x_80:i32 = let %50
%52:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%53:i32 = load %52
%x_83:i32 = let %53
%55:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%56:i32 = load %55
%x_86:i32 = let %56
%58:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%59:i32 = load %58
%x_89:i32 = let %59
%61:f32 = convert %x_80
%62:f32 = let %61
%63:f32 = convert %x_83
%64:f32 = let %63
%65:f32 = convert %x_86
%66:f32 = let %65
%67:f32 = convert %x_89
%68:vec4<f32> = construct %62, %64, %66, %67
store %x_GLF_color, %68
exit_loop # loop_1
}
}
%69:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%70:f32 = load %69
%x_93:f32 = let %70
%72:bool = lt %x_93, 0.0f
if %72 [t: $B11] { # if_6
$B11: { # true
store %continue_execution, false
exit_if # if_6
}
}
continue # -> $B4
}
$B4: { # continuing
%73:i32 = load %i
%x_97:i32 = let %73
%75:i32 = add %x_97, 1i
store %i, %75
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B12: {
store %gl_FragCoord, %gl_FragCoord_param
%78:void = call %main_1
%79:vec4<f32> = load %x_GLF_color
%80:main_out = construct %79
%81:bool = load %continue_execution
%82:bool = eq %81, false
if %82 [t: $B13] { # if_7
$B13: { # true
terminate_invocation
}
}
ret %80
}
}
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. *
********************************************************************