blob: 14d220eeb6ec09442a3cf9f87cf12327b559238f [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, 4> @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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%func_f1_ = func(%x:ptr<function, f32, read_write>):f32 {
$B2: {
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
if true [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%7:f32 = load_vector_element %gl_FragCoord, 1u
%8:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%9:f32 = load %8
%10:bool = lt %7, %9
if %10 [t: $B9] { # if_2
$B9: { # true
loop [b: $B10, c: $B11] { # loop_3
$B10: { # body
continue # -> $B11
}
$B11: { # continuing
%11:f32 = load_vector_element %gl_FragCoord, 0u
%x_88:f32 = let %11
%13:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%14:f32 = load %13
%x_90:f32 = let %14
%16:bool = lt %x_88, %x_90
%17:bool = eq %16, false
break_if %17 # -> [t: exit_loop loop_3, f: $B10]
}
}
exit_if # if_2
}
}
%18:f32 = load %x
%19:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%20:f32 = load %19
%21:bool = lt %18, %20
if %21 [t: $B12] { # if_3
$B12: { # true
%22:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%23:f32 = load %22
%x_99:f32 = let %23
ret %x_99
}
}
continue # -> $B8
}
$B8: { # continuing
%25:f32 = load_vector_element %gl_FragCoord, 1u
%x_101:f32 = let %25
%27:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%28:f32 = load %27
%x_103:f32 = let %28
%30:bool = lt %x_101, %x_103
%31:bool = eq %30, false
break_if %31 # -> [t: exit_loop loop_2, f: $B7]
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
%32:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%33:f32 = load %32
%x_106:f32 = let %33
ret %x_106
}
}
%main_1 = func():void {
$B13: {
%param:ptr<function, f32, read_write> = var
%37:f32 = load_vector_element %gl_FragCoord, 0u
store %param, %37
%38:f32 = call %func_f1_, %param
%x_42:f32 = let %38
%40:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%41:f32 = load %40
%42:bool = eq %x_42, %41
if %42 [t: $B14, f: $B15] { # if_4
$B14: { # true
%43:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:f32 = let %49
%51:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:f32 = let %53
%55:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %46, %50, %54, %57
store %x_GLF_color, %58
exit_if # if_4
}
$B15: { # false
%59:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%60:i32 = load %59
%61:f32 = convert %60
%62:vec4<f32> = construct %61
store %x_GLF_color, %62
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B16: {
store %gl_FragCoord, %gl_FragCoord_param
%65:void = call %main_1
%66:vec4<f32> = load %x_GLF_color
%67:main_out = construct %66
ret %67
}
}
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. *
********************************************************************