blob: 2d68e86382efb3cf007681261850cf40a77c8133 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = 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: { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%arr:ptr<function, array<i32, 3>, read_write> = var
%a:ptr<function, i32, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%10:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%11:i32 = load %10
%12:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%13:i32 = load %12
%14:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%15:i32 = load %14
%16:array<i32, 3> = construct %11, %13, %15
store %arr, %16
%17:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%18:i32 = load %17
%19:ptr<function, i32, read_write> = access %arr, %18
%20:i32 = load %19
store %a, %20
%21:i32 = load %a
%22:i32 = sub %21, 1i
store %b, %22
%23:f32 = load_vector_element %gl_FragCoord, 0u
%24:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%25:f32 = load %24
%26:bool = lt %23, %25
if %26 [t: $B3] { # if_1
$B3: { # true
%27:i32 = load %b
%28:i32 = add %27, 1i
store %b, %28
exit_if # if_1
}
}
%29:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%30:i32 = load %29
store %c, %30
%31:i32 = load %c
%x_63:i32 = let %31
%33:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%34:i32 = load %33
%x_65:i32 = let %34
%36:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%37:i32 = load %36
%x_67:i32 = let %37
%39:i32 = max %x_63, %x_65
%40:i32 = min %39, %x_67
%41:ptr<function, i32, read_write> = access %arr, %40
%42:i32 = load %b
store %41, %42
%43:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%44:i32 = load %43
%45:ptr<function, i32, read_write> = access %arr, %44
%46:i32 = load %45
%47:f32 = convert %46
%48:f32 = let %47
%49:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%50:i32 = load %49
%51:ptr<function, i32, read_write> = access %arr, %50
%52:i32 = load %51
%53:f32 = convert %52
%54:f32 = let %53
%55:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%56:i32 = load %55
%57:ptr<function, i32, read_write> = access %arr, %56
%58:i32 = load %57
%59:f32 = convert %58
%60:f32 = let %59
%61:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%62:i32 = load %61
%63:ptr<function, i32, read_write> = access %arr, %62
%64:i32 = load %63
%65:f32 = convert %64
%66:vec4<f32> = construct %48, %54, %60, %65
store %x_GLF_color, %66
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B4: {
store %gl_FragCoord, %gl_FragCoord_param
%69:void = call %main_1
%70:vec4<f32> = load %x_GLF_color
%71:main_out = construct %70
ret %71
}
}
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. *
********************************************************************