blob: 098753b2f2cd4839dcbef0f986ebca677fd997dd [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 4> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_v1_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_12:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_v1:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%uv:ptr<function, vec2<f32>, read_write> = var
%v1:ptr<function, vec4<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%10:vec4<f32> = load %gl_FragCoord
%11:vec2<f32> = swizzle %10, xy
store %uv, %11
%12:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%13:f32 = load %12
%14:vec4<f32> = construct %13
store %v1, %14
%15:f32 = load_vector_element %uv, 1u
%16:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%17:f32 = load %16
%18:bool = gte %15, %17
if %18 [t: %b3] { # if_1
%b3 = block { # true
%19:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%20:f32 = load %19
store_vector_element %v1, 0u, %20
%21:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%22:f32 = load %21
store_vector_element %v1, 1u, %22
%23:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%24:f32 = load %23
store_vector_element %v1, 2u, %24
%25:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%26:f32 = load %25
store_vector_element %v1, 3u, %26
exit_if # if_1
}
}
%27:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%28:f32 = load %27
store %a, %28
%29:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%30:i32 = load %29
store %i, %30
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%31:i32 = load %i
%32:ptr<uniform, i32, read> = access %x_12, 0u, 0i, 0u
%33:i32 = load %32
%34:bool = lt %31, %33
if %34 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%35:ptr<uniform, f32, read> = access %x_8, 0u, 2i, 0u
%36:f32 = load %35
%37:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%38:f32 = load %37
%39:bool = lt %36, %38
if %39 [t: %b8] { # if_3
%b8 = block { # true
discard
exit_if # if_3
}
}
%40:f32 = load_vector_element %v1, 0u
%41:f32 = load_vector_element %v1, 1u
%42:f32 = add %40, %41
%43:f32 = load_vector_element %v1, 2u
%44:f32 = add %42, %43
%45:f32 = load_vector_element %v1, 3u
%46:f32 = add %44, %45
%47:ptr<uniform, f32, read> = access %x_8, 0u, 3i, 0u
%48:f32 = load %47
%49:f32 = pow %46, %48
store %a, %49
continue %b5
}
%b5 = block { # continuing
%50:i32 = load %i
%51:i32 = add %50, 1i
store %i, %51
next_iteration %b4
}
}
%52:f32 = load %a
%53:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%54:f32 = load %53
%55:bool = eq %52, %54
if %55 [t: %b9, f: %b10] { # if_4
%b9 = block { # true
%56:vec4<f32> = load %v1
store %x_GLF_v1, %56
exit_if # if_4
}
%b10 = block { # false
%57:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%58:i32 = load %57
%59:f32 = convert %58
%60:vec4<f32> = construct %59
store %x_GLF_v1, %60
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b11 {
%b11 = block {
store %gl_FragCoord, %gl_FragCoord_param
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_v1
%65:main_out = construct %64
ret %65
}
}
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. *
********************************************************************