blob: d39b642536ab909139ad52047ca01d3436b5c05d [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @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 = block { # 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 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%a:ptr<function, f32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%x_37:f32 = load %8
store %f, %x_37
%10:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%x_39:i32 = load %10
store %i, %x_39
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_44:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%x_46:i32 = load %13
%15:bool = gt %x_44, %x_46
if %15 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_49:i32 = load %i
%17:f32 = convert %x_49
%18:f32 = max 1.0f, %17
%19:f32 = sub 1.0f, %18
store %a, %19
%x_53:f32 = load %a
%21:f32 = max %x_53, 0.0f
%22:f32 = min %21, 0.0f
store %f, %22
continue %b4
}
%b4 = block { # continuing
%x_56:i32 = load %i
%24:i32 = sub %x_56, 1i
store %i, %24
next_iteration %b3
}
}
%x_58:f32 = load %f
%26:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%x_60:f32 = load %26
%28:bool = eq %x_58, %x_60
if %28 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%29:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%x_66:i32 = load %29
%x_68:f32 = load %f
%32:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%x_70:i32 = load %32
%34:f32 = convert %x_66
%35:f32 = convert %x_70
%36:vec4<f32> = construct %34, %x_68, %35, 1.0f
store %x_GLF_color, %36
exit_if # if_2
}
%b8 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%38:void = call %main_1
%39:vec4<f32> = load %x_GLF_color
%40:main_out = construct %39
ret %40
}
}
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. *
********************************************************************