| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| buf1 = struct @align(4) { |
| x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0) |
| } |
| |
| strided_arr_1 = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr_1, 3> @offset(0) |
| } |
| |
| buf2 = struct @align(8) { |
| injectionSwitch:vec2<f32> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %x_GLF_global_loop_count:ptr<private, i32, read_write> = var |
| %x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_12:ptr<uniform, buf2, read> = var @binding_point(0, 2) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %f:ptr<function, f32, read_write> = var |
| %r:ptr<function, i32, read_write> = var |
| store %x_GLF_global_loop_count, 0i |
| %9:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u |
| %10:f32 = load %9 |
| store %f, %10 |
| %11:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u |
| %12:i32 = load %11 |
| store %r, %12 |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %13:i32 = load %r |
| %14:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u |
| %15:i32 = load %14 |
| %16:bool = lt %13, %15 |
| if %16 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %17:i32 = load %x_GLF_global_loop_count |
| %18:i32 = add %17, 1i |
| store %x_GLF_global_loop_count, %18 |
| %19:ptr<uniform, vec2<f32>, read> = access %x_12, 0u |
| %20:vec2<f32> = load %19 |
| %x_57:vec2<f32> = let %20 |
| %22:f32 = load %f |
| %x_60:f32 = let %22 |
| %24:vec2<f32> = dpdx %x_57 |
| %25:f32 = access %24, 1u |
| %26:f32 = add %x_60, %25 |
| store %f, %26 |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %27:i32 = load %r |
| %28:i32 = add %27, 1i |
| store %r, %28 |
| next_iteration # -> $B3 |
| } |
| } |
| loop [b: $B7, c: $B8] { # loop_2 |
| $B7: { # body |
| %29:i32 = load %x_GLF_global_loop_count |
| %30:bool = lt %29, 100i |
| if %30 [t: $B9, f: $B10] { # if_2 |
| $B9: { # true |
| exit_if # if_2 |
| } |
| $B10: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %31:i32 = load %x_GLF_global_loop_count |
| %32:i32 = add %31, 1i |
| store %x_GLF_global_loop_count, %32 |
| %33:f32 = load %f |
| %34:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u |
| %35:f32 = load %34 |
| %36:f32 = add %33, %35 |
| store %f, %36 |
| continue # -> $B8 |
| } |
| $B8: { # continuing |
| next_iteration # -> $B7 |
| } |
| } |
| %37:f32 = load %f |
| %38:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u |
| %39:f32 = load %38 |
| %40:bool = eq %37, %39 |
| if %40 [t: $B11, f: $B12] { # if_3 |
| $B11: { # true |
| %41:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u |
| %42:i32 = load %41 |
| %43:f32 = convert %42 |
| %44:f32 = let %43 |
| %45:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u |
| %46:i32 = load %45 |
| %47:f32 = convert %46 |
| %48:f32 = let %47 |
| %49:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u |
| %50:i32 = load %49 |
| %51:f32 = convert %50 |
| %52:f32 = let %51 |
| %53:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u |
| %54:i32 = load %53 |
| %55:f32 = convert %54 |
| %56:vec4<f32> = construct %44, %48, %52, %55 |
| store %x_GLF_color, %56 |
| exit_if # if_3 |
| } |
| $B12: { # false |
| %57:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u |
| %58:i32 = load %57 |
| %59:f32 = convert %58 |
| %60:vec4<f32> = construct %59 |
| store %x_GLF_color, %60 |
| exit_if # if_3 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B13: { |
| %62:void = call %main_1 |
| %63:vec4<f32> = load %x_GLF_color |
| %64:main_out = construct %63 |
| ret %64 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |