blob: 9acdf4d899fc5c341f18b1d82531ab7501575bcf [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
%x_36:i32 = let %11
store %a, %x_36
%13:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%14:i32 = load %13
%x_38:i32 = let %14
store %i, %x_38
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%16:i32 = load %i
%x_43:i32 = let %16
%18:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%19:i32 = load %18
%x_45:i32 = let %19
%21:bool = lt %x_43, %x_45
if %21 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%22:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%23:i32 = load %22
%x_49:i32 = let %23
store %j, %x_49
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%25:i32 = load %j
%x_54:i32 = let %25
%27:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%28:i32 = load %27
%x_56:i32 = let %28
%30:bool = lt %x_54, %x_56
if %30 [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
%31:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%32:i32 = load %31
%x_64:i32 = let %32
store %a, %x_64
%34:f32 = load_vector_element %gl_FragCoord, 1u
%x_66:f32 = let %34
%36:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%37:f32 = load %36
%x_68:f32 = let %37
%39:bool = lt %x_66, %x_68
if %39 [t: $B13] { # if_3
$B13: { # true
store %continue_execution, false
exit_if # if_3
}
}
continue # -> $B12
}
$B12: { # continuing
%40:i32 = load %a
%x_72:i32 = let %40
%42:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%43:i32 = load %42
%x_74:i32 = let %43
%45:bool = lt %x_72, %x_74
%46:bool = eq %45, false
break_if %46 # -> [t: exit_loop loop_3, f: $B11]
}
}
%47:f32 = load_vector_element %gl_FragCoord, 1u
%x_77:f32 = let %47
%49:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%50:f32 = load %49
%x_79:f32 = let %50
%52:bool = lt %x_77, %x_79
if %52 [t: $B14] { # if_4
$B14: { # true
exit_loop # loop_2
}
}
continue # -> $B8
}
$B8: { # continuing
%53:i32 = load %j
%x_83:i32 = let %53
%55:i32 = add %x_83, 1i
store %j, %55
next_iteration # -> $B7
}
}
continue # -> $B4
}
$B4: { # continuing
%56:i32 = load %i
%x_85:i32 = let %56
%58:i32 = add %x_85, 1i
store %i, %58
next_iteration # -> $B3
}
}
%59:i32 = load %a
%x_87:i32 = let %59
%61:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%62:i32 = load %61
%x_89:i32 = let %62
%64:bool = eq %x_87, %x_89
if %64 [t: $B15, f: $B16] { # if_5
$B15: { # true
%65:i32 = load %a
%x_94:i32 = let %65
%67:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%68:i32 = load %67
%x_97:i32 = let %68
%70:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%71:i32 = load %70
%x_100:i32 = let %71
%73:i32 = load %a
%x_102:i32 = let %73
%75:f32 = convert %x_94
%76:f32 = let %75
%77:f32 = convert %x_97
%78:f32 = let %77
%79:f32 = convert %x_100
%80:f32 = let %79
%81:f32 = convert %x_102
%82:vec4<f32> = construct %76, %78, %80, %81
store %x_GLF_color, %82
exit_if # if_5
}
$B16: { # false
%83:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%84:i32 = load %83
%x_106:i32 = let %84
%86:f32 = convert %x_106
%x_107:f32 = let %86
%88:vec4<f32> = construct %x_107, %x_107, %x_107, %x_107
store %x_GLF_color, %88
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B17: {
store %gl_FragCoord, %gl_FragCoord_param
%91:void = call %main_1
%92:vec4<f32> = load %x_GLF_color
%93:main_out = construct %92
%94:bool = load %continue_execution
%95:bool = eq %94, false
if %95 [t: $B18] { # if_6
$B18: { # true
terminate_invocation
}
}
ret %93
}
}
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. *
********************************************************************