blob: be2871af7deb6d7e518b0950da6a27900fe08746 [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, 2> @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)
}
buf2 = struct @align(8) {
injectionSwitch:vec2<f32> @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_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf2, read> = var @binding_point(0, 2)
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%8:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%9:i32 = load %8
store %i, %9
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%12:i32 = load %11
%13:bool = lt %10, %12
if %13 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%15:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%16:i32 = load %15
%17:bool = neq %14, %16
if %17 [t: $B7] { # if_2
$B7: { # true
ret
}
}
continue # -> $B4
}
$B4: { # continuing
%18:i32 = load %i
%19:i32 = add %18, 1i
store %i, %19
next_iteration # -> $B3
}
}
%20:f32 = load_vector_element %gl_FragCoord, 1u
%21:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%22:f32 = load %21
%23:bool = lt %20, %22
if %23 [t: $B8] { # if_3
$B8: { # true
ret
}
}
%24:ptr<uniform, vec2<f32>, read> = access %x_11, 0u
%25:f32 = load_vector_element %24, 1u
%26:vec4<f32> = construct 1.0f, 1.0f, 1.0f, %25
store %x_GLF_color, %26
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B9: {
store %gl_FragCoord, %gl_FragCoord_param
%29:void = call %main_1
%30:vec4<f32> = load %x_GLF_color
%31:main_out = construct %30
ret %31
}
}
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. *
********************************************************************