blob: 84577714122119589ec440b66176e35bc25e476d [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)
}
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
%x_42:f32 = let %10
store %f, %x_42
%12:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%13:i32 = load %12
%x_44:i32 = let %13
store %r, %x_44
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%15:i32 = load %r
%x_49:i32 = let %15
%17:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%18:i32 = load %17
%x_51:i32 = let %18
%20:bool = lt %x_49, %x_51
if %20 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%21:i32 = load %x_GLF_global_loop_count
%x_54:i32 = let %21
%23:i32 = add %x_54, 1i
store %x_GLF_global_loop_count, %23
%24:ptr<uniform, vec2<f32>, read> = access %x_12, 0u
%25:vec2<f32> = load %24
%x_57:vec2<f32> = let %25
%27:f32 = load %f
%x_60:f32 = let %27
%29:vec2<f32> = dpdx %x_57
%30:f32 = access %29, 1u
%31:f32 = add %x_60, %30
store %f, %31
continue # -> $B4
}
$B4: { # continuing
%32:i32 = load %r
%x_62:i32 = let %32
%34:i32 = add %x_62, 1i
store %r, %34
next_iteration # -> $B3
}
}
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%35:i32 = load %x_GLF_global_loop_count
%x_68:i32 = let %35
%37:bool = lt %x_68, 100i
if %37 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%38:i32 = load %x_GLF_global_loop_count
%x_71:i32 = let %38
%40:i32 = add %x_71, 1i
store %x_GLF_global_loop_count, %40
%41:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%42:f32 = load %41
%x_74:f32 = let %42
%44:f32 = load %f
%x_75:f32 = let %44
%46:f32 = add %x_75, %x_74
store %f, %46
continue # -> $B8
}
$B8: { # continuing
next_iteration # -> $B7
}
}
%47:f32 = load %f
%x_77:f32 = let %47
%49:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%50:f32 = load %49
%x_79:f32 = let %50
%52:bool = eq %x_77, %x_79
if %52 [t: $B11, f: $B12] { # if_3
$B11: { # true
%53:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%54:i32 = load %53
%x_85:i32 = let %54
%56:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%57:i32 = load %56
%x_88:i32 = let %57
%59:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%60:i32 = load %59
%x_91:i32 = let %60
%62:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%63:i32 = load %62
%x_94:i32 = let %63
%65:f32 = convert %x_85
%66:f32 = let %65
%67:f32 = convert %x_88
%68:f32 = let %67
%69:f32 = convert %x_91
%70:f32 = let %69
%71:f32 = convert %x_94
%72:vec4<f32> = construct %66, %68, %70, %71
store %x_GLF_color, %72
exit_if # if_3
}
$B12: { # false
%73:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%74:i32 = load %73
%x_98:i32 = let %74
%76:f32 = convert %x_98
%x_99:f32 = let %76
%78:vec4<f32> = construct %x_99, %x_99, %x_99, %x_99
store %x_GLF_color, %78
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B13: {
%80:void = call %main_1
%81:vec4<f32> = load %x_GLF_color
%82:main_out = construct %81
ret %82
}
}
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. *
********************************************************************