blob: dcb7d6b552ca04e8305cc5825a8d23b053eb0185 [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, 1> @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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%f1_ = func():i32 {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 256i
%8:f32 = load_vector_element %gl_FragCoord, 1u
%x_65:f32 = let %8
%10:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%11:f32 = load %10
%x_67:f32 = let %11
%13:bool = gt %x_65, %x_67
if %13 [t: $B3] { # if_1
$B3: { # true
%14:i32 = load %a
%x_71:i32 = let %14
%16:i32 = add %x_71, 1i
store %a, %16
exit_if # if_1
}
}
%17:i32 = load %a
%x_73:i32 = let %17
%19:i32 = countOneBits %x_73
store %i, %19
%20:i32 = load %i
%x_75:i32 = let %20
%22:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%23:i32 = load %22
%x_77:i32 = let %23
%25:bool = lt %x_75, %x_77
if %25 [t: $B4] { # if_2
$B4: { # true
%26:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%27:i32 = load %26
%x_82:i32 = let %27
ret %x_82
}
}
%29:i32 = load %i
%x_83:i32 = let %29
ret %x_83
}
}
%main_1 = func():void {
$B5: {
%a_1:ptr<function, i32, read_write> = var
%33:i32 = call %f1_
%x_38:i32 = let %33
store %a_1, %x_38
%35:i32 = load %a_1
%x_39:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_11, 0u, 2i, 0u
%38:i32 = load %37
%x_41:i32 = let %38
%40:bool = eq %x_39, %x_41
if %40 [t: $B6, f: $B7] { # if_3
$B6: { # true
%41:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%42:i32 = load %41
%x_47:i32 = let %42
%44:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%45:i32 = load %44
%x_50:i32 = let %45
%47:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%48:i32 = load %47
%x_53:i32 = let %48
%50:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%51:i32 = load %50
%x_56:i32 = let %51
%53:f32 = convert %x_47
%54:f32 = let %53
%55:f32 = convert %x_50
%56:f32 = let %55
%57:f32 = convert %x_53
%58:f32 = let %57
%59:f32 = convert %x_56
%60:vec4<f32> = construct %54, %56, %58, %59
store %x_GLF_color, %60
exit_if # if_3
}
$B7: { # false
%61:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%62:i32 = load %61
%x_60:i32 = let %62
%64:f32 = convert %x_60
%x_61:f32 = let %64
%66:vec4<f32> = construct %x_61, %x_61, %x_61, %x_61
store %x_GLF_color, %66
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%69:void = call %main_1
%70:vec4<f32> = load %x_GLF_color
%71:main_out = construct %70
ret %71
}
}
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. *
********************************************************************