blob: 61dbda8138099dc4017679c15e8711275de40191 [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, 6> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6: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)
}
%main_1 = func():void {
$B2: {
%data:ptr<function, array<i32, 5>, read_write> = var
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%12:i32 = load %11
%13:f32 = convert %12
%14:f32 = let %13
%15:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%16:i32 = load %15
%17:f32 = convert %16
%18:f32 = let %17
%19:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%20:i32 = load %19
%21:f32 = convert %20
%22:f32 = let %21
%23:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:vec4<f32> = construct %14, %18, %22, %25
store %x_GLF_color, %26
%27:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%28:i32 = load %27
%29:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%30:i32 = load %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%32:i32 = load %31
%33:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u
%34:i32 = load %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%36:i32 = load %35
%37:array<i32, 5> = construct %28, %30, %32, %34, %36
store %data, %37
%38:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%39:i32 = load %38
store %a, %39
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%40:i32 = load %a
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%42:i32 = load %41
%43:bool = lt %40, %42
if %43 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%44:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%45:i32 = load %44
store %i, %45
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%46:i32 = load %i
%47:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%48:i32 = load %47
%49:bool = lt %46, %48
if %49 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%50:i32 = load %i
store %j, %50
loop [b: $B11, c: $B12] { # loop_3
$B11: { # body
%51:i32 = load %j
%52:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%53:i32 = load %52
%54:bool = lt %51, %53
if %54 [t: $B13, f: $B14] { # if_3
$B13: { # true
exit_if # if_3
}
$B14: { # false
exit_loop # loop_3
}
}
%55:i32 = load %i
%56:ptr<function, i32, read_write> = access %data, %55
%57:i32 = load %56
%58:i32 = load %j
%59:ptr<function, i32, read_write> = access %data, %58
%60:i32 = load %59
%61:bool = lt %57, %60
if %61 [t: $B15] { # if_4
$B15: { # true
%62:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%63:i32 = load %62
%64:f32 = convert %63
%65:vec4<f32> = construct %64
store %x_GLF_color, %65
exit_if # if_4
}
}
continue # -> $B12
}
$B12: { # continuing
%66:i32 = load %j
%67:i32 = add %66, 1i
store %j, %67
next_iteration # -> $B11
}
}
continue # -> $B8
}
$B8: { # continuing
%68:i32 = load %i
%69:i32 = add %68, 1i
store %i, %69
next_iteration # -> $B7
}
}
continue # -> $B4
}
$B4: { # continuing
%70:i32 = load %a
%71:i32 = add %70, 1i
store %a, %71
next_iteration # -> $B3
}
}
loop [b: $B16, c: $B17] { # loop_4
$B16: { # body
%72:f32 = load_vector_element %gl_FragCoord, 0u
%73:ptr<uniform, f32, read> = access %x_12, 0u, 0i, 0u
%74:f32 = load %73
%75:bool = lt %72, %74
if %75 [t: $B18, f: $B19] { # if_5
$B18: { # true
exit_if # if_5
}
$B19: { # false
exit_loop # loop_4
}
}
%76:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%77:i32 = load %76
store %i_1, %77
loop [b: $B20, c: $B21] { # loop_5
$B20: { # body
%78:i32 = load %i_1
%79:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%80:i32 = load %79
%81:bool = lt %78, %80
if %81 [t: $B22, f: $B23] { # if_6
$B22: { # true
exit_if # if_6
}
$B23: { # false
exit_loop # loop_5
}
}
%82:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%83:i32 = load %82
%84:f32 = convert %83
%85:vec4<f32> = construct %84
store %x_GLF_color, %85
continue # -> $B21
}
$B21: { # continuing
%86:i32 = load %i_1
%87:i32 = add %86, 1i
store %i_1, %87
next_iteration # -> $B20
}
}
continue # -> $B17
}
$B17: { # continuing
next_iteration # -> $B16
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B24: {
store %gl_FragCoord, %gl_FragCoord_param
%90:void = call %main_1
%91:vec4<f32> = load %x_GLF_color
%92:main_out = construct %91
ret %92
}
}
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. *
********************************************************************