blob: e7e9c574b977a61225cd67bb7db27f6f05eb1e9b [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, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%10:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%11:i32 = load %10
store %a, %11
%12:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%13:i32 = load %12
store %i, %13
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%14:i32 = load %i
%15:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%16:i32 = load %15
%17:bool = lt %14, %16
if %17 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%18:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%19:i32 = load %18
store %j, %19
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%20:i32 = load %j
%21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%22:i32 = load %21
%23:bool = lt %20, %22
if %23 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
loop [b: $B11, c: $B12] { # loop_3
$B11: { # body
%24:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%25:i32 = load %24
store %a, %25
%26:f32 = load_vector_element %gl_FragCoord, 1u
%27:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%28:f32 = load %27
%29:bool = lt %26, %28
if %29 [t: $B13] { # if_3
$B13: { # true
store %continue_execution, false
exit_if # if_3
}
}
continue # -> $B12
}
$B12: { # continuing
%30:i32 = load %a
%x_72:i32 = let %30
%32:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%33:i32 = load %32
%x_74:i32 = let %33
%35:bool = lt %x_72, %x_74
%36:bool = eq %35, false
break_if %36 # -> [t: exit_loop loop_3, f: $B11]
}
}
%37:f32 = load_vector_element %gl_FragCoord, 1u
%38:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%39:f32 = load %38
%40:bool = lt %37, %39
if %40 [t: $B14] { # if_4
$B14: { # true
exit_loop # loop_2
}
}
continue # -> $B8
}
$B8: { # continuing
%41:i32 = load %j
%42:i32 = add %41, 1i
store %j, %42
next_iteration # -> $B7
}
}
continue # -> $B4
}
$B4: { # continuing
%43:i32 = load %i
%44:i32 = add %43, 1i
store %i, %44
next_iteration # -> $B3
}
}
%45:i32 = load %a
%46:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%47:i32 = load %46
%48:bool = eq %45, %47
if %48 [t: $B15, f: $B16] { # if_5
$B15: { # true
%49:i32 = load %a
%50:f32 = convert %49
%51:f32 = let %50
%52:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:f32 = let %54
%56:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%57:i32 = load %56
%58:f32 = convert %57
%59:f32 = let %58
%60:i32 = load %a
%61:f32 = convert %60
%62:vec4<f32> = construct %51, %55, %59, %61
store %x_GLF_color, %62
exit_if # if_5
}
$B16: { # false
%63:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%64:i32 = load %63
%65:f32 = convert %64
%66:vec4<f32> = construct %65
store %x_GLF_color, %66
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B17: {
store %gl_FragCoord, %gl_FragCoord_param
%69:void = call %main_1
%70:vec4<f32> = load %x_GLF_color
%71:main_out = construct %70
%72:bool = load %continue_execution
%73:bool = eq %72, false
if %73 [t: $B18] { # if_6
$B18: { # true
terminate_invocation
}
}
ret %71
}
}
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. *
********************************************************************