blob: eb9b430ab4dad72fde203042906d113f0033bde7 [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, 5> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_i1_ = func(%x:ptr<function, i32, read_write>):i32 -> %b2 {
%b2 = block {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<i32, 4>, read_write> = var
%8:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_72:i32 = load %8
store %a, %x_72
%10:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_74:i32 = load %10
store %i, %x_74
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_79:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_81:i32 = load %13
%15:bool = lt %x_79, %x_81
if %15 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%16:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_85:i32 = load %16
%18:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_87:i32 = load %18
%20:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_89:i32 = load %20
%22:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_91:i32 = load %22
%x_93:i32 = load %a
%25:array<i32, 4> = construct %x_85, %x_87, %x_89, %x_91
store %indexable, %25
%26:ptr<function, i32, read_write> = access %indexable, %x_93
%x_95:i32 = load %26
%x_96:i32 = load %x
%29:bool = gt %x_95, %x_96
if %29 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
if true [t: %b9, f: %b10] { # if_3
%b9 = block { # true
%30:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_105:i32 = load %30
ret %x_105
}
%b10 = block { # false
%32:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_107:i32 = load %32
store %a, %x_107
exit_if # if_3
}
}
exit_if # if_2
}
%b8 = block { # false
if true [t: %b11] { # if_4
%b11 = block { # true
%34:ptr<uniform, i32, read> = access %x_8, 0u, 4i, 0u
%x_111:i32 = load %34
ret %x_111
}
}
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%x_112:i32 = load %i
%37:i32 = add %x_112, 1i
store %i, %37
next_iteration %b3
}
}
%38:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_115:i32 = load %38
ret %x_115
}
}
%main_1 = func():void -> %b12 {
%b12 = block {
%a_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%param_1:ptr<function, i32, read_write> = var
%44:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_39:i32 = load %44
store %param, %x_39
%x_40:i32 = call %func_i1_, %param
store %a_1, %x_40
%47:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_42:i32 = load %47
store %param_1, %x_42
%x_43:i32 = call %func_i1_, %param_1
%x_44:i32 = load %a_1
%51:i32 = add %x_44, %x_43
store %a_1, %51
%x_46:i32 = load %a_1
%53:ptr<uniform, i32, read> = access %x_8, 0u, 2i, 0u
%x_48:i32 = load %53
%55:bool = eq %x_46, %x_48
if %55 [t: %b13, f: %b14] { # if_5
%b13 = block { # true
%56:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_54:i32 = load %56
%58:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_57:i32 = load %58
%60:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_60:i32 = load %60
%62:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%x_63:i32 = load %62
%64:f32 = convert %x_54
%65:f32 = convert %x_57
%66:f32 = convert %x_60
%67:f32 = convert %x_63
%68:vec4<f32> = construct %64, %65, %66, %67
store %x_GLF_color, %68
exit_if # if_5
}
%b14 = block { # false
%69:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_67:i32 = load %69
%x_68:f32 = convert %x_67
%72:vec4<f32> = construct %x_68, %x_68, %x_68, %x_68
store %x_GLF_color, %72
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b15 {
%b15 = block {
%74:void = call %main_1
%75:vec4<f32> = load %x_GLF_color
%76:main_out = construct %75
ret %76
}
}
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. *
********************************************************************