blob: cfccad99d49a72645e2194fed71bb96d3ff2c27e [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
%9:f32 = convert %8
%10:vec4<f32> = construct %9
store %x_GLF_color, %10
%11:f32 = load_vector_element %gl_FragCoord, 1u
%12:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%13:f32 = load %12
%14:bool = gte %11, %13
%15:i32 = select 1i, 2i, %14
%16:u32 = bitcast %15
%17:u32 = and %16, 31u
%18:i32 = shl 1i, %17
store %i, %18
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_57:ptr<function, bool, read_write> = var
%x_58:ptr<function, bool, read_write> = var
%21:i32 = load %i
%22:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%23:i32 = load %22
%24:bool = neq %21, %23
%x_51:bool = let %24
store %x_58, %x_51
if %x_51 [t: $B5] { # if_1
$B5: { # true
%26:i32 = load %i
%27:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%28:i32 = load %27
%29:bool = lt %26, %28
store %x_57, %29
%30:bool = load %x_57
store %x_58, %30
exit_if # if_1
}
}
%31:bool = load %x_58
if %31 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%32:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:f32 = let %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:f32 = let %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:vec4<f32> = construct %35, %39, %43, %46
store %x_GLF_color, %47
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 {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
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. *
********************************************************************