blob: 5a308a1810e3fc53e14e95c31b6c8b488a086425 [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_v1_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_12:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_v1:ptr<private, vec4<f32>, read_write> = var
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%uv:ptr<function, vec2<f32>, read_write> = var
%v1:ptr<function, vec4<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%11:vec4<f32> = load %gl_FragCoord
%x_49:vec4<f32> = let %11
%13:f32 = access %x_49, 0u
%14:f32 = access %x_49, 1u
%15:vec2<f32> = construct %13, %14
store %uv, %15
%16:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%17:f32 = load %16
%x_52:f32 = let %17
%19:vec4<f32> = construct %x_52, %x_52, %x_52, %x_52
store %v1, %19
%20:f32 = load_vector_element %uv, 1u
%x_55:f32 = let %20
%22:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%23:f32 = load %22
%x_57:f32 = let %23
%25:bool = gte %x_55, %x_57
if %25 [t: $B3] { # if_1
$B3: { # true
%26:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%27:f32 = load %26
%x_62:f32 = let %27
store_vector_element %v1, 0u, %x_62
%29:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%30:f32 = load %29
%x_65:f32 = let %30
store_vector_element %v1, 1u, %x_65
%32:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%33:f32 = load %32
%x_68:f32 = let %33
store_vector_element %v1, 2u, %x_68
%35:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%36:f32 = load %35
%x_71:f32 = let %36
store_vector_element %v1, 3u, %x_71
exit_if # if_1
}
}
%38:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%39:f32 = load %38
%x_74:f32 = let %39
store %a, %x_74
%41:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%42:i32 = load %41
%x_15:i32 = let %42
store %i, %x_15
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%44:i32 = load %i
%x_16:i32 = let %44
%46:ptr<uniform, i32, read> = access %x_12, 0u, 0i, 0u
%47:i32 = load %46
%x_17:i32 = let %47
%49:bool = lt %x_16, %x_17
if %49 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%50:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%51:f32 = load %50
%x_84:f32 = let %51
%53:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%54:f32 = load %53
%x_86:f32 = let %54
%56:bool = lt %x_84, %x_86
if %56 [t: $B8] { # if_3
$B8: { # true
store %continue_execution, false
exit_if # if_3
}
}
%57:f32 = load_vector_element %v1, 0u
%x_91:f32 = let %57
%59:f32 = load_vector_element %v1, 1u
%x_93:f32 = let %59
%61:f32 = load_vector_element %v1, 2u
%x_96:f32 = let %61
%63:f32 = load_vector_element %v1, 3u
%x_99:f32 = let %63
%65:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%66:f32 = load %65
%x_102:f32 = let %66
%68:f32 = add %x_91, %x_93
%69:f32 = add %68, %x_96
%70:f32 = add %69, %x_99
%71:f32 = pow %70, %x_102
store %a, %71
continue # -> $B5
}
$B5: { # continuing
%72:i32 = load %i
%x_18:i32 = let %72
%74:i32 = add %x_18, 1i
store %i, %74
next_iteration # -> $B4
}
}
%75:f32 = load %a
%x_104:f32 = let %75
%77:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%78:f32 = load %77
%x_106:f32 = let %78
%80:bool = eq %x_104, %x_106
if %80 [t: $B9, f: $B10] { # if_4
$B9: { # true
%81:vec4<f32> = load %v1
%x_111:vec4<f32> = let %81
store %x_GLF_v1, %x_111
exit_if # if_4
}
$B10: { # false
%83:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%84:i32 = load %83
%x_20:i32 = let %84
%86:f32 = convert %x_20
%x_113:f32 = let %86
%88:vec4<f32> = construct %x_113, %x_113, %x_113, %x_113
store %x_GLF_v1, %88
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B11: {
store %gl_FragCoord, %gl_FragCoord_param
%91:void = call %main_1
%92:vec4<f32> = load %x_GLF_v1
%93:main_out = construct %92
%94:bool = load %continue_execution
%95:bool = eq %94, false
if %95 [t: $B12] { # if_5
$B12: { # true
terminate_invocation
}
}
ret %93
}
}
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. *
********************************************************************