blob: 8cc2929faa728f6d5c6563b2299b779d0f319707 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 {
%b2 = block {
%a:ptr<function, f32, read_write> = var
%6:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%x_31:f32 = load %6
%8:vec4<f32> = construct %x_31, %x_31, %x_31, %x_31
store %x_GLF_color, %8
%9:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_34:f32 = load %9
store %a, %x_34
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_40:f32 = load %11
%13:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_43:f32 = load %13
%15:f32 = div %x_40, 0.20000000298023223877f
%16:bool = lt %15, %x_43
if %16 [t: %b5] { # if_1
%b5 = block { # true
ret
}
}
%17:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_48:f32 = load %17
%19:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_51:f32 = load %19
%21:f32 = div %x_48, 0.20000000298023223877f
%22:bool = lt %21, %x_51
if %22 [t: %b6] { # if_2
%b6 = block { # true
ret
}
}
%23:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_56:f32 = load %23
%25:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_59:f32 = load %25
%27:f32 = div %x_56, 0.20000000298023223877f
%28:bool = lt %27, %x_59
if %28 [t: %b7] { # if_3
%b7 = block { # true
ret
}
}
%29:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_64:f32 = load %29
%31:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_67:f32 = load %31
%33:f32 = div %x_64, 0.20000000298023223877f
%34:bool = lt %33, %x_67
if %34 [t: %b8, f: %b9] { # if_4
%b8 = block { # true
ret
}
%b9 = block { # false
store %a, 0.0f
exit_if # if_4
}
}
continue %b4
}
%b4 = block { # continuing
%x_72:f32 = load %a
%36:bool = eq %x_72, 0.0f
%37:bool = eq %36, false
break_if %37 %b3
}
}
%38:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_75:i32 = load %38
%40:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_78:i32 = load %40
%42:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_81:i32 = load %42
%44:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_84:i32 = load %44
%46:f32 = convert %x_75
%47:f32 = convert %x_78
%48:f32 = convert %x_81
%49:f32 = convert %x_84
%50:vec4<f32> = construct %46, %47, %48, %49
store %x_GLF_color, %50
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************