blob: 3141b06f14114573a54cdcd0ae65a70a07fd74fc [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, 1> @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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_10:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%data:ptr<function, array<vec4<f32>, 2>, read_write> = var
%b:ptr<function, i32, read_write> = var
%y:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%10:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%x_42:f32 = load %10
%12:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%x_45:f32 = load %12
%14:vec4<f32> = construct %x_42, %x_42, %x_42, %x_42
%15:vec4<f32> = construct %x_45, %x_45, %x_45, %x_45
%16:array<vec4<f32>, 2> = construct %14, %15
store %data, %16
%17:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_49:i32 = load %17
store %b, %x_49
%x_51:f32 = load_vector_element %gl_FragCoord, 1u
%20:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_54:i32 = load %20
%x_56:f32 = load_vector_element %gl_FragCoord, 1u
%23:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_60:i32 = load %23
%25:i32 = convert %x_51
%26:i32 = convert %x_56
%27:i32 = or %x_54, %26
%28:i32 = clamp %25, %27, %x_60
store %y, %28
%29:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_63:i32 = load %29
store %i, %x_63
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_82:ptr<function, bool, read_write> = var
%x_83_phi:ptr<function, bool, read_write> = var
%x_68:i32 = load %i
%34:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_70:i32 = load %34
%36:bool = lt %x_68, %x_70
if %36 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_73:i32 = load %b
%38:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_75:i32 = load %38
%x_76:bool = gt %x_73, %x_75
store %x_83_phi, %x_76
if %x_76 [t: %b7] { # if_2
%b7 = block { # true
%x_79:i32 = load %y
%42:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_81:i32 = load %42
%44:bool = gt %x_79, %x_81
store %x_82, %44
%45:bool = load %x_82
store %x_83_phi, %45
exit_if # if_2
}
}
%x_83:bool = load %x_83_phi
if %x_83 [t: %b8] { # if_3
%b8 = block { # true
exit_loop # loop_1
}
}
%x_86:i32 = load %b
%48:i32 = add %x_86, 1i
store %b, %48
continue %b4
}
%b4 = block { # continuing
%x_88:i32 = load %i
%50:i32 = add %x_88, 1i
store %i, %50
next_iteration %b3
}
}
%x_90:i32 = load %b
%52:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_92:i32 = load %52
%54:bool = eq %x_90, %x_92
if %54 [t: %b9] { # if_4
%b9 = block { # true
%55:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_97:i32 = load %55
%57:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_99:i32 = load %57
%59:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%x_101:i32 = load %59
%61:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_104:i32 = load %61
%63:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_107:i32 = load %63
%65:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_110:i32 = load %65
%67:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_113:i32 = load %67
%69:i32 = clamp %x_97, %x_99, %x_101
%70:ptr<function, vec4<f32>, read_write> = access %data, %69
%71:f32 = convert %x_104
%72:f32 = convert %x_107
%73:f32 = convert %x_110
%74:f32 = convert %x_113
%75:vec4<f32> = construct %71, %72, %73, %74
store %70, %75
exit_if # if_4
}
}
%76:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_118:i32 = load %76
%78:ptr<function, vec4<f32>, read_write> = access %data, %x_118
%x_120:vec4<f32> = load %78
%80:f32 = access %x_120, 0u
%81:f32 = access %x_120, 1u
%82:f32 = access %x_120, 2u
%83:f32 = access %x_120, 3u
%84:vec4<f32> = construct %80, %81, %82, %83
store %x_GLF_color, %84
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b10 {
%b10 = block {
store %gl_FragCoord, %gl_FragCoord_param
%87:void = call %main_1
%88:vec4<f32> = load %x_GLF_color
%89:main_out = construct %88
ret %89
}
}
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. *
********************************************************************