blob: ab2d96b64a28729b33a1c7d7bcbdcc8c37eaaf75 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 4> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%func_f1_ = func(%x:ptr<function, f32, read_write>):f32 {
$B2: {
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
if true [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%7:f32 = load_vector_element %gl_FragCoord, 1u
%x_77:f32 = let %7
%9:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%10:f32 = load %9
%x_79:f32 = let %10
%12:bool = lt %x_77, %x_79
if %12 [t: $B9] { # if_2
$B9: { # true
loop [b: $B10, c: $B11] { # loop_3
$B10: { # body
continue # -> $B11
}
$B11: { # continuing
%13:f32 = load_vector_element %gl_FragCoord, 0u
%x_88:f32 = let %13
%15:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%16:f32 = load %15
%x_90:f32 = let %16
%18:bool = lt %x_88, %x_90
%19:bool = eq %18, false
break_if %19 # -> [t: exit_loop loop_3, f: $B10]
}
}
exit_if # if_2
}
}
%20:f32 = load %x
%x_92:f32 = let %20
%22:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%23:f32 = load %22
%x_94:f32 = let %23
%25:bool = lt %x_92, %x_94
if %25 [t: $B12] { # if_3
$B12: { # true
%26:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%27:f32 = load %26
%x_99:f32 = let %27
ret %x_99
}
}
continue # -> $B8
}
$B8: { # continuing
%29:f32 = load_vector_element %gl_FragCoord, 1u
%x_101:f32 = let %29
%31:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%32:f32 = load %31
%x_103:f32 = let %32
%34:bool = lt %x_101, %x_103
%35:bool = eq %34, false
break_if %35 # -> [t: exit_loop loop_2, f: $B7]
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
%36:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%37:f32 = load %36
%x_106:f32 = let %37
ret %x_106
}
}
%main_1 = func():void {
$B13: {
%param:ptr<function, f32, read_write> = var
%41:f32 = load_vector_element %gl_FragCoord, 0u
%x_41:f32 = let %41
store %param, %x_41
%43:f32 = call %func_f1_, %param
%x_42:f32 = let %43
%45:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%46:f32 = load %45
%x_44:f32 = let %46
%48:bool = eq %x_42, %x_44
if %48 [t: $B14, f: $B15] { # if_4
$B14: { # true
%49:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%50:i32 = load %49
%x_50:i32 = let %50
%52:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%53:i32 = load %52
%x_53:i32 = let %53
%55:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%56:i32 = load %55
%x_56:i32 = let %56
%58:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%59:i32 = load %58
%x_59:i32 = let %59
%61:f32 = convert %x_50
%62:f32 = let %61
%63:f32 = convert %x_53
%64:f32 = let %63
%65:f32 = convert %x_56
%66:f32 = let %65
%67:f32 = convert %x_59
%68:vec4<f32> = construct %62, %64, %66, %67
store %x_GLF_color, %68
exit_if # if_4
}
$B15: { # false
%69:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%70:i32 = load %69
%x_63:i32 = let %70
%72:f32 = convert %x_63
%x_64:f32 = let %72
%74:vec4<f32> = construct %x_64, %x_64, %x_64, %x_64
store %x_GLF_color, %74
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B16: {
store %gl_FragCoord, %gl_FragCoord_param
%77:void = call %main_1
%78:vec4<f32> = load %x_GLF_color
%79:main_out = construct %78
ret %79
}
}
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. *
********************************************************************