blob: 24f41cd243d84a1a851ae88e1286e096ec7dc075 [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)
}
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, 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, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%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 {
%m23:ptr<function, mat2x3<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_46:f32 = load %8
%10:vec3<f32> = construct %x_46, 0.0f, 0.0f
%11:vec3<f32> = construct 0.0f, %x_46, 0.0f
%12:mat2x3<f32> = construct %10, %11
store %m23, %12
store %i, 1i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_80:ptr<function, bool, read_write> = var
%x_81_phi:ptr<function, bool, read_write> = var
%x_54:i32 = load %i
%16:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%x_56:i32 = load %16
%18:bool = lt %x_54, %x_56
if %18 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%19:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_60:i32 = load %19
%21:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%x_62:i32 = load %21
%23:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%x_64:f32 = load %23
%25:ptr<function, vec3<f32>, read_write> = access %m23, %x_60
%x_66:f32 = load_vector_element %25, %x_62
%27:ptr<function, vec3<f32>, read_write> = access %m23, %x_60
%28:f32 = add %x_66, %x_64
store_vector_element %27, %x_62, %28
%x_70:f32 = load_vector_element %gl_FragCoord, 1u
%30:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%x_72:f32 = load %30
%32:bool = lt %x_70, %x_72
if %32 [t: %b7] { # if_2
%b7 = block { # true
exit_if # if_2
}
}
store %x_81_phi, true
if true [t: %b8] { # if_3
%b8 = block { # true
%x_79:f32 = load_vector_element %gl_FragCoord, 0u
%34:bool = lt %x_79, 0.0f
store %x_80, %34
%35:bool = load %x_80
store %x_81_phi, %35
exit_if # if_3
}
}
%x_81:bool = load %x_81_phi
%37:bool = eq %x_81, false
if %37 [t: %b9] { # if_4
%b9 = block { # true
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%x_85:i32 = load %i
%39:i32 = add %x_85, 1i
store %i, %39
next_iteration %b3
}
}
%x_87:mat2x3<f32> = load %m23
%41:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_89:i32 = load %41
%43:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_92:i32 = load %43
%45:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_95:i32 = load %45
%47:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_98:i32 = load %47
%49:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_101:i32 = load %49
%51:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_104:i32 = load %51
%53:f32 = convert %x_89
%54:f32 = convert %x_92
%55:f32 = convert %x_95
%56:vec3<f32> = construct %53, %54, %55
%57:f32 = convert %x_98
%58:f32 = convert %x_101
%59:f32 = convert %x_104
%60:vec3<f32> = construct %57, %58, %59
%x_108:mat2x3<f32> = construct %56, %60
%62:vec3<f32> = access %x_87, 0u
%63:vec3<f32> = access %x_108, 0u
%64:vec3<bool> = eq %62, %63
%65:bool = all %64
%66:vec3<f32> = access %x_87, 1u
%67:vec3<f32> = access %x_108, 1u
%68:vec3<bool> = eq %66, %67
%69:bool = all %68
%70:bool = and %65, %69
if %70 [t: %b10, f: %b11] { # if_5
%b10 = block { # true
%71:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_122:i32 = load %71
%73:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_125:i32 = load %73
%75:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_128:i32 = load %75
%77:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_131:i32 = load %77
%79:f32 = convert %x_122
%80:f32 = convert %x_125
%81:f32 = convert %x_128
%82:f32 = convert %x_131
%83:vec4<f32> = construct %79, %80, %81, %82
store %x_GLF_color, %83
exit_if # if_5
}
%b11 = block { # false
%84:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_135:i32 = load %84
%x_136:f32 = convert %x_135
%87:vec4<f32> = construct %x_136, %x_136, %x_136, %x_136
store %x_GLF_color, %87
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b12 {
%b12 = block {
store %gl_FragCoord, %gl_FragCoord_param
%90:void = call %main_1
%91:vec4<f32> = load %x_GLF_color
%92:main_out = construct %91
ret %92
}
}
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. *
********************************************************************