blob: 2367e3a93d146cffc05f2744c16c3dfd4484b538 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_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_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%a:ptr<function, f32, read_write> = var
%6:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%7:f32 = load %6
%x_31:f32 = let %7
%9:vec4<f32> = construct %x_31, %x_31, %x_31, %x_31
store %x_GLF_color, %9
%10:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%11:f32 = load %10
%x_34:f32 = let %11
store %a, %x_34
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%13:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%14:f32 = load %13
%x_40:f32 = let %14
%16:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%17:f32 = load %16
%x_43:f32 = let %17
%19:f32 = div %x_40, 0.20000000298023223877f
%20:bool = lt %19, %x_43
if %20 [t: $B5] { # if_1
$B5: { # true
ret
}
}
%21:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%22:f32 = load %21
%x_48:f32 = let %22
%24:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%25:f32 = load %24
%x_51:f32 = let %25
%27:f32 = div %x_48, 0.20000000298023223877f
%28:bool = lt %27, %x_51
if %28 [t: $B6] { # if_2
$B6: { # true
ret
}
}
%29:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%30:f32 = load %29
%x_56:f32 = let %30
%32:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%33:f32 = load %32
%x_59:f32 = let %33
%35:f32 = div %x_56, 0.20000000298023223877f
%36:bool = lt %35, %x_59
if %36 [t: $B7] { # if_3
$B7: { # true
ret
}
}
%37:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%38:f32 = load %37
%x_64:f32 = let %38
%40:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%41:f32 = load %40
%x_67:f32 = let %41
%43:f32 = div %x_64, 0.20000000298023223877f
%44:bool = lt %43, %x_67
if %44 [t: $B8, f: $B9] { # if_4
$B8: { # true
ret
}
$B9: { # false
store %a, 0.0f
exit_if # if_4
}
}
continue # -> $B4
}
$B4: { # continuing
%45:f32 = load %a
%x_72:f32 = let %45
%47:bool = eq %x_72, 0.0f
%48:bool = eq %47, false
break_if %48 # -> [t: exit_loop loop_1, f: $B3]
}
}
%49:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%50:i32 = load %49
%x_75:i32 = let %50
%52:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%53:i32 = load %52
%x_78:i32 = let %53
%55:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%56:i32 = load %55
%x_81:i32 = let %56
%58:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%59:i32 = load %58
%x_84:i32 = let %59
%61:f32 = convert %x_75
%62:f32 = let %61
%63:f32 = convert %x_78
%64:f32 = let %63
%65:f32 = convert %x_81
%66:f32 = let %65
%67:f32 = convert %x_84
%68:vec4<f32> = construct %62, %64, %66, %67
store %x_GLF_color, %68
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%70:void = call %main_1
%71:vec4<f32> = load %x_GLF_color
%72:main_out = construct %71
ret %72
}
}
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. *
********************************************************************