blob: 4bf28342c01824b038c315dc58b146dbbd9f0d5f [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%7:i32 = load %6
%8:f32 = convert %7
%9:f32 = let %8
%10:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%11:i32 = load %10
%12:f32 = convert %11
%13:f32 = let %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%15:i32 = load %14
%16:f32 = convert %15
%17:f32 = let %16
%18:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:vec4<f32> = construct %9, %13, %17, %20
store %x_GLF_color, %21
%22:f32 = load_vector_element %gl_FragCoord, 1u
%23:bool = lt %22, 0.0f
if %23 [t: $B3] { # if_1
$B3: { # true
%24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%25:i32 = load %24
%26:f32 = convert %25
%27:vec4<f32> = construct %26
store %x_GLF_color, %27
exit_if # if_1
}
}
%28:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%29:i32 = load %28
store %i, %29
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%30:i32 = load %i
%31:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%32:i32 = load %31
%33:bool = lt %30, %32
if %33 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%34:f32 = load_vector_element %gl_FragCoord, 0u
%35:bool = gt %34, 0.0f
if %35 [t: $B8] { # if_3
$B8: { # true
%36:f32 = load_vector_element %gl_FragCoord, 1u
%37:bool = lt %36, 0.0f
if %37 [t: $B9] { # if_4
$B9: { # true
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %40
store %x_GLF_color, %41
exit_loop # loop_1
}
}
exit_if # if_3
}
}
%42:f32 = load_vector_element %gl_FragCoord, 0u
%43:bool = gt %42, 0.0f
if %43 [t: $B10] { # if_5
$B10: { # true
%44:f32 = load_vector_element %gl_FragCoord, 1u
%45:bool = lt %44, 0.0f
if %45 [t: $B11] { # if_6
$B11: { # true
%46:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:vec4<f32> = construct %48
store %x_GLF_color, %49
exit_if # if_6
}
}
exit_if # if_5
}
}
continue # -> $B5
}
$B5: { # continuing
%50:i32 = load %i
%51:i32 = add %50, 1i
store %i, %51
next_iteration # -> $B4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B12: {
store %gl_FragCoord, %gl_FragCoord_param
%54:void = call %main_1
%55:vec4<f32> = load %x_GLF_color
%56:main_out = construct %55
ret %56
}
}
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. *
********************************************************************