blob: 1acb09fded70d4488d941dbbcaa94e83666cb07e [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%b:ptr<function, f32, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_34:i32 = load %8
store %a, %x_34
%x_35:i32 = load %a
%11:i32 = add %x_35, 1i
store %a, %11
%12:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_38:i32 = load %12
store %i, %x_38
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_43:i32 = load %i
%15:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_45:i32 = load %15
%17:bool = lt %x_43, %x_45
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_48:i32 = load %i
%x_50:i32 = load %a
%20:f32 = convert %x_48
%21:i32 = negation %x_50
%22:f32 = ldexp %20, %21
store %b, %22
continue %b4
}
%b4 = block { # continuing
%x_53:i32 = load %i
%24:i32 = add %x_53, 1i
store %i, %24
next_iteration %b3
}
}
%x_55:f32 = load %b
%26:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%x_57:f32 = load %26
%28:bool = eq %x_55, %x_57
if %28 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%29:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_63:i32 = load %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_66:i32 = load %31
%33:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_69:i32 = load %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_72:i32 = load %35
%37:f32 = convert %x_63
%38:f32 = convert %x_66
%39:f32 = convert %x_69
%40:f32 = convert %x_72
%41:vec4<f32> = construct %37, %38, %39, %40
store %x_GLF_color, %41
exit_if # if_2
}
%b8 = block { # false
%x_75:f32 = load %b
%43:vec4<f32> = construct %x_75, %x_75, %x_75, %x_75
store %x_GLF_color, %43
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************