blob: ec920ce21154854cb4ae2965ef1181392d8f44c8 [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_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
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%9:i32 = load %8
%10:f32 = convert %9
%11:vec4<f32> = construct %10
store %x_GLF_color, %11
%12:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%13:i32 = load %12
store %i, %13
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%14:i32 = load %i
%15:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%16:i32 = load %15
%17:bool = lt %14, %16
if %17 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%18:f32 = load_vector_element %gl_FragCoord, 1u
%19:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%20:f32 = load %19
%21:bool = lt %18, %20
if %21 [t: $B7] { # if_2
$B7: { # true
%22:f32 = load_vector_element %gl_FragCoord, 0u
%23:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%24:f32 = load %23
%25:bool = lt %22, %24
if %25 [t: $B8] { # if_3
$B8: { # true
ret
}
}
%26:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%27:f32 = load %26
%28:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%29:f32 = load %28
%30:bool = gt %27, %29
if %30 [t: $B9] { # if_4
$B9: { # true
ret
}
}
store %continue_execution, false
exit_if # if_2
}
}
%31:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%32:f32 = load %31
%33:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%34:f32 = load %33
%35:bool = gt %32, %34
if %35 [t: $B10] { # if_5
$B10: { # true
%36:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:f32 = let %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:f32 = let %46
%48:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:vec4<f32> = construct %39, %43, %47, %50
store %x_GLF_color, %51
exit_loop # loop_1
}
}
%52:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%53:f32 = load %52
%54:bool = lt %53, 0.0f
if %54 [t: $B11] { # if_6
$B11: { # true
store %continue_execution, false
exit_if # if_6
}
}
continue # -> $B4
}
$B4: { # continuing
%55:i32 = load %i
%56:i32 = add %55, 1i
store %i, %56
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B12: {
store %gl_FragCoord, %gl_FragCoord_param
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
%62:bool = load %continue_execution
%63:bool = eq %62, false
if %63 [t: $B13] { # if_7
$B13: { # true
terminate_invocation
}
}
ret %61
}
}
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. *
********************************************************************