blob: 619d2fbfc8a156d231687ff35364867f7463de77 [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, 1> @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)
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%8:i32 = load %7
%x_34:i32 = let %8
%10:f32 = convert %x_34
%x_35:f32 = let %10
%12:vec4<f32> = construct %x_35, %x_35, %x_35, %x_35
store %x_GLF_color, %12
%13:f32 = load_vector_element %gl_FragCoord, 1u
%x_38:f32 = let %13
%15:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%16:f32 = load %15
%x_40:f32 = let %16
%18:bool = gte %x_38, %x_40
%19:i32 = select 1i, 2i, %18
%20:u32 = bitcast %19
%21:u32 = and %20, 31u
%22:i32 = shl 1i, %21
store %i, %22
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_57:ptr<function, bool, read_write> = var
%x_58_phi:ptr<function, bool, read_write> = var
%25:i32 = load %i
%x_48:i32 = let %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%28:i32 = load %27
%x_50:i32 = let %28
%30:bool = neq %x_48, %x_50
%x_51:bool = let %30
store %x_58_phi, %x_51
if %x_51 [t: $B5] { # if_1
$B5: { # true
%32:i32 = load %i
%x_54:i32 = let %32
%34:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%35:i32 = load %34
%x_56:i32 = let %35
%37:bool = lt %x_54, %x_56
store %x_57, %37
%38:bool = load %x_57
store %x_58_phi, %38
exit_if # if_1
}
}
%39:bool = load %x_58_phi
%x_58:bool = let %39
if %x_58 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%42:i32 = load %41
%x_61:i32 = let %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%45:i32 = load %44
%x_64:i32 = let %45
%47:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%48:i32 = load %47
%x_67:i32 = let %48
%50:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%51:i32 = load %50
%x_70:i32 = let %51
%53:f32 = convert %x_61
%54:f32 = let %53
%55:f32 = convert %x_64
%56:f32 = let %55
%57:f32 = convert %x_67
%58:f32 = let %57
%59:f32 = convert %x_70
%60:vec4<f32> = construct %54, %56, %58, %59
store %x_GLF_color, %60
continue # -> $B4
}
$B4: { # continuing
%61:i32 = load %i
%x_73:i32 = let %61
%63:i32 = add %x_73, 1i
store %i, %63
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%66:void = call %main_1
%67:vec4<f32> = load %x_GLF_color
%68:main_out = construct %67
ret %68
}
}
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. *
********************************************************************