blob: d0e43cc5ba48d77f0dffccf804ecdb691340e1c8 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @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: { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7: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: {
%f:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %x_GLF_global_loop_count, 0i
%8:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%9:f32 = load %8
store %f, %9
%10:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%11:i32 = load %10
store %i, %11
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%14:i32 = load %13
%15:bool = lt %12, %14
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%16:f32 = load %f
%17:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%18:f32 = load %17
%19:bool = gt %16, %18
if %19 [t: $B7] { # if_2
$B7: { # true
exit_if # if_2
}
}
store %f, 1.0f
%20:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%21:f32 = load %20
%22:f32 = load %f
%23:f32 = clamp %21, 1.0f, %22
%24:f32 = sub 1.0f, %23
%25:f32 = let %24
%26:i32 = load %i
%27:f32 = convert %26
%28:f32 = add %25, %27
store %f, %28
continue # -> $B4
}
$B4: { # continuing
%29:i32 = load %i
%30:i32 = add %29, 1i
store %i, %30
next_iteration # -> $B3
}
}
%31:f32 = load %f
%32:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%33:f32 = load %32
%34:bool = eq %31, %33
if %34 [t: $B8, f: $B9] { # if_3
$B8: { # true
%35:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:f32 = let %37
%39:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %38, %42, %46, %49
store %x_GLF_color, %50
exit_if # if_3
}
$B9: { # false
%51:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %53
store %x_GLF_color, %54
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%56:void = call %main_1
%57:vec4<f32> = load %x_GLF_color
%58:main_out = construct %57
ret %58
}
}
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. *
********************************************************************