blob: 9ddaa60a362d39a20d7a50c971f7489a9cf11b69 [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7: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
%x_32:f32 = load_vector_element %gl_FragCoord, 0u
%8:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_35:i32 = load %8
%10:i32 = convert %x_32
%11:bool = lt %10, %x_35
%12:i32 = select -1i, 0i, %11
store %a, %12
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_42:i32 = load %i
%14:bool = lt %x_42, 5i
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_45:i32 = load %a
%16:i32 = div %x_45, 2i
store %a, %16
continue %b4
}
%b4 = block { # continuing
%x_47:i32 = load %i
%18:i32 = add %x_47, 1i
store %i, %18
next_iteration %b3
}
}
%x_49:i32 = load %a
%20:bool = eq %x_49, 0i
if %20 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_55:i32 = load %21
%23:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_58:i32 = load %23
%25:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_61:i32 = load %25
%27:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_64:i32 = load %27
%29:f32 = convert %x_55
%30:f32 = convert %x_58
%31:f32 = convert %x_61
%32:f32 = convert %x_64
%33:vec4<f32> = construct %29, %30, %31, %32
store %x_GLF_color, %33
exit_if # if_2
}
%b8 = block { # false
%34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_68:i32 = load %34
%x_69:f32 = convert %x_68
%37:vec4<f32> = construct %x_69, %x_69, %x_69, %x_69
store %x_GLF_color, %37
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
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. *
********************************************************************