blob: 0cf3de83f89708fe3abde503682ed625e5f08d1f [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, 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, 2> @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_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%a:ptr<function, f32, read_write> = var
%6:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%7:f32 = load %6
%8:vec4<f32> = construct %7
store %x_GLF_color, %8
%9:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%10:f32 = load %9
store %a, %10
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%12:f32 = load %11
%13:f32 = div %12, 0.20000000298023223877f
%14:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%15:f32 = load %14
%16:bool = lt %13, %15
if %16 [t: $B5] { # if_1
$B5: { # true
ret
}
}
%17:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%18:f32 = load %17
%19:f32 = div %18, 0.20000000298023223877f
%20:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%21:f32 = load %20
%22:bool = lt %19, %21
if %22 [t: $B6] { # if_2
$B6: { # true
ret
}
}
%23:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%24:f32 = load %23
%25:f32 = div %24, 0.20000000298023223877f
%26:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%27:f32 = load %26
%28:bool = lt %25, %27
if %28 [t: $B7] { # if_3
$B7: { # true
ret
}
}
%29:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%30:f32 = load %29
%31:f32 = div %30, 0.20000000298023223877f
%32:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%33:f32 = load %32
%34:bool = lt %31, %33
if %34 [t: $B8, f: $B9] { # if_4
$B8: { # true
ret
}
$B9: { # false
store %a, 0.0f
exit_if # if_4
}
}
continue # -> $B4
}
$B4: { # continuing
%35:f32 = load %a
%x_72:f32 = let %35
%37:bool = eq %x_72, 0.0f
%38:bool = eq %37, false
%39:bool = eq %38, false
break_if %39 # -> [t: exit_loop loop_1, f: $B3]
}
}
%40:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:f32 = let %42
%44:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:f32 = let %46
%48:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:f32 = let %50
%52:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:vec4<f32> = construct %43, %47, %51, %54
store %x_GLF_color, %55
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%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. *
********************************************************************