blob: ea8a6016383a5f5070eb24221f3efc855990b106 [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, 2> @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
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%v1:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%a:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 2>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 2>, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%11:f32 = load %10
%12:vec4<f32> = construct %11
store %v1, %12
%13:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%14:i32 = load %13
store %i, %14
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%15:i32 = load %i
%16:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%17:i32 = load %16
%18:bool = lt %15, %17
if %18 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%19:i32 = load %i
%x_58:i32 = let %19
%21:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%22:i32 = load %21
%x_60:i32 = let %22
%24:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%25:i32 = load %24
%x_62:i32 = let %25
store %indexable, array<vec4<f32>, 2>(vec4<f32>(1.0f), vec4<f32>(0.0f))
%27:i32 = max %x_58, %x_60
%28:i32 = min %27, %x_62
%29:ptr<function, vec4<f32>, read_write> = access %indexable, %28
%30:f32 = load_vector_element %29, 0u
%31:i32 = call %tint_f32_to_i32, %30
store %a, %31
%33:i32 = load %a
%x_86:i32 = let %33
%35:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%36:f32 = load %35
%37:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%38:f32 = load %37
%39:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%40:f32 = load %39
%41:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%42:f32 = load %41
%43:vec4<f32> = construct %36, %38, %40, %42
%44:vec4<f32> = let %43
%45:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%46:f32 = load %45
%47:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%48:f32 = load %47
%49:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%50:f32 = load %49
%51:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%52:f32 = load %51
%53:vec4<f32> = construct %46, %48, %50, %52
%54:array<vec4<f32>, 2> = construct %44, %53
store %indexable_1, %54
%55:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_86
%56:vec4<f32> = load %55
store %v1, %56
continue # -> $B4
}
$B4: { # continuing
%57:i32 = load %i
%58:i32 = add %57, 1i
store %i, %58
next_iteration # -> $B3
}
}
%59:vec4<f32> = load %v1
store %x_GLF_color, %59
ret
}
}
%tint_symbol = @fragment func():main_out {
$B7: {
%61:void = call %main_1
%62:vec4<f32> = load %x_GLF_color
%63:main_out = construct %62
ret %63
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B8: {
%65:i32 = convert %value
%66:bool = gte %value, -2147483648.0f
%67:i32 = select -2147483648i, %65, %66
%68:bool = lte %value, 2147483520.0f
%69:i32 = select 2147483647i, %67, %68
ret %69
}
}
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. *
********************************************************************