blob: 82fd79490a405b4b748844eeeb3668bb68b18a0d [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, 3> @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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_v1_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_v1:ptr<private, vec4<f32>, read_write> = var
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%10:i32 = load %9
store %i, %10
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%15:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%16:f32 = load %15
%17:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%18:f32 = load %17
%19:bool = gt %16, %18
if %19 [t: $B7] { # if_2
$B7: { # true
store %continue_execution, false
exit_if # if_2
}
}
%20:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%21:i32 = load %20
store %j, %21
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%22:i32 = load %j
%23:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%24:i32 = load %23
%25:bool = lt %22, %24
if %25 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
%26:f32 = load_vector_element %gl_FragCoord, 0u
%27:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%28:f32 = load %27
%29:bool = lt %26, %28
if %29 [t: $B12] { # if_4
$B12: { # true
store %continue_execution, false
exit_if # if_4
}
}
%30:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:f32 = let %32
%34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:f32 = let %36
%38:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:f32 = let %40
%42:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %33, %37, %41, %44
store %x_GLF_v1, %45
continue # -> $B9
}
$B9: { # continuing
%46:i32 = load %j
%47:i32 = add %46, 1i
store %j, %47
next_iteration # -> $B8
}
}
continue # -> $B4
}
$B4: { # continuing
%48:i32 = load %i
%49:i32 = add %48, 1i
store %i, %49
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B13: {
store %gl_FragCoord, %gl_FragCoord_param
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_v1
%54:main_out = construct %53
%55:bool = load %continue_execution
%56:bool = eq %55, false
if %56 [t: $B14] { # if_5
$B14: { # true
terminate_invocation
}
}
ret %54
}
}
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. *
********************************************************************