blob: 410403380c46b4440e19f5dbf8612da0a8c6795f [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 4> @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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%f:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_66:ptr<function, bool, read_write> = var
%x_67:ptr<function, bool, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%10:f32 = load %9
store %f, %10
%11:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%12:i32 = load %11
store %i, %12
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%13:i32 = load %i
%14:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%15:i32 = load %14
%16:bool = lt %13, %15
if %16 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%17:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%18:f32 = load %17
%19:f32 = negation %18
%20:f32 = load %f
%21:f32 = mul %19, %20
%22:f32 = abs %21
%23:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%24:f32 = load %23
%25:f32 = add %22, %24
store %f, %25
continue # -> $B4
}
$B4: { # continuing
%26:i32 = load %i
%27:i32 = add %26, 1i
store %i, %27
next_iteration # -> $B3
}
}
%28:f32 = load %f
%29:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%30:f32 = load %29
%31:bool = gt %28, %30
%x_60:bool = let %31
store %x_67, %x_60
if %x_60 [t: $B7] { # if_2
$B7: { # true
%33:f32 = load %f
%34:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%35:f32 = load %34
%36:bool = lt %33, %35
store %x_66, %36
%37:bool = load %x_66
store %x_67, %37
exit_if # if_2
}
}
%38:bool = load %x_67
if %38 [t: $B8, f: $B9] { # if_3
$B8: { # true
%39:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:f32 = let %49
%51:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %42, %46, %50, %53
store %x_GLF_color, %54
exit_if # if_3
}
$B9: { # false
%55:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %57
store %x_GLF_color, %58
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
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. *
********************************************************************