blob: fcf1a62618f9b33a2a0c12743c85fbcb67b65946 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @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, 3> @offset(0)
}
buf2 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_12:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%r:ptr<function, i32, read_write> = var
store %x_GLF_global_loop_count, 0i
%9:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%10:f32 = load %9
store %f, %10
%11:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%12:i32 = load %11
store %r, %12
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%13:i32 = load %r
%14:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%15:i32 = load %14
%16:bool = lt %13, %15
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%17:i32 = load %x_GLF_global_loop_count
%18:i32 = add %17, 1i
store %x_GLF_global_loop_count, %18
%19:f32 = load %f
%20:ptr<uniform, vec2<f32>, read> = access %x_12, 0u
%21:vec2<f32> = load %20
%22:vec2<f32> = dpdx %21
%23:f32 = access %22, 1u
%24:f32 = add %19, %23
store %f, %24
continue %b4
}
%b4 = block { # continuing
%25:i32 = load %r
%26:i32 = add %25, 1i
store %r, %26
next_iteration %b3
}
}
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%27:i32 = load %x_GLF_global_loop_count
%28:bool = lt %27, 100i
if %28 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%29:i32 = load %x_GLF_global_loop_count
%30:i32 = add %29, 1i
store %x_GLF_global_loop_count, %30
%31:f32 = load %f
%32:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%33:f32 = load %32
%34:f32 = add %31, %33
store %f, %34
continue %b8
}
%b8 = block { # continuing
next_iteration %b7
}
}
%35:f32 = load %f
%36:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%37:f32 = load %36
%38:bool = eq %35, %37
if %38 [t: %b11, f: %b12] { # if_3
%b11 = block { # true
%39:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:vec4<f32> = construct %41, %44, %47, %50
store %x_GLF_color, %51
exit_if # if_3
}
%b12 = block { # false
%52:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:vec4<f32> = construct %54
store %x_GLF_color, %55
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = block {
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************