blob: 85781191c0017bcb100e6d97212bb7cd3cf518f3 [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, 4> @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_10: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 {
%v0:ptr<function, vec4<f32>, read_write> = var
%v1:ptr<function, vec4<f32>, read_write> = var
%a:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%10:f32 = load %9
%11:vec4<f32> = construct %10
store %v0, %11
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
%14:vec4<f32> = construct %13
store %v1, %14
%15:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%16:i32 = load %15
store %a, %16
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%17:i32 = load %a
%18:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%19:i32 = load %18
%20:bool = lt %17, %19
if %20 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%21:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%22:i32 = load %21
store %c, %22
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%23:i32 = load %c
%24:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%25:i32 = load %24
%26:bool = lt %23, %25
if %26 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%27:i32 = load %c
%x_69:i32 = clamp %27, 0i, 3i
%29:f32 = load_vector_element %v0, %x_69
%30:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%31:f32 = load %30
%32:f32 = sub %29, %31
store_vector_element %v0, %x_69, %32
%33:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%34:i32 = load %33
%35:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%36:i32 = load %35
%37:bool = eq %34, %36
if %37 [t: %b11] { # if_3
%b11 = block { # true
%x_83:i32 = load %a
%39:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%40:f32 = load %39
%41:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%42:f32 = load %41
%43:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%44:f32 = load %43
%45:vec4<f32> = construct %40, %42, %44, 3.0f
%46:vec4<f32> = load %v0
%47:vec4<f32> = smoothstep %45, vec4<f32>(1.0f), %46
%48:i32 = load %a
%49:f32 = access %47, %48
store_vector_element %v1, %x_83, %49
exit_if # if_3
}
}
continue %b8
}
%b8 = block { # continuing
%50:i32 = load %c
%51:i32 = add %50, 1i
store %c, %51
next_iteration %b7
}
}
continue %b4
}
%b4 = block { # continuing
%52:i32 = load %a
%53:i32 = add %52, 1i
store %a, %53
next_iteration %b3
}
}
%54:f32 = load_vector_element %v1, 0u
%55:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%56:f32 = load %55
%57:bool = eq %54, %56
if %57 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
%58:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%59:i32 = load %58
%60:f32 = convert %59
%61:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%62:i32 = load %61
%63:f32 = convert %62
%64:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%65:i32 = load %64
%66:f32 = convert %65
%67:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%68:i32 = load %67
%69:f32 = convert %68
%70:vec4<f32> = construct %60, %63, %66, %69
store %x_GLF_color, %70
exit_if # if_4
}
%b13 = block { # false
%71:ptr<uniform, i32, read> = access %x_10, 0u, 3i, 0u
%72:i32 = load %71
%73:f32 = convert %72
%74:vec4<f32> = construct %73
store %x_GLF_color, %74
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b14 {
%b14 = block {
%76:void = call %main_1
%77:vec4<f32> = load %x_GLF_color
%78:main_out = construct %77
ret %78
}
}
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. *
********************************************************************