blob: c4a2b71028e7e3166dd362d1897a318f58ddf779 [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, 3> @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_9: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 {
%v1:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%a:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 2>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 2>, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%11:f32 = load %10
%12:vec4<f32> = construct %11
store %v1, %12
%13:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%14:i32 = load %13
store %i, %14
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%15:i32 = load %i
%16:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%17:i32 = load %16
%18:bool = lt %15, %17
if %18 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_58:i32 = load %i
%20:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%x_60:i32 = load %20
%22:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%x_62:i32 = load %22
store %indexable, array<vec4<f32>, 2>(vec4<f32>(1.0f), vec4<f32>(0.0f))
%24:i32 = clamp %x_58, %x_60, %x_62
%25:ptr<function, vec4<f32>, read_write> = access %indexable, %24
%26:f32 = load_vector_element %25, 0u
%27:i32 = convert %26
store %a, %27
%x_86:i32 = load %a
%29:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%30:f32 = load %29
%31:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%32:f32 = load %31
%33:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%34:f32 = load %33
%35:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%36:f32 = load %35
%37:vec4<f32> = construct %30, %32, %34, %36
%38:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%39:f32 = load %38
%40:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%41:f32 = load %40
%42:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%43:f32 = load %42
%44:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%45:f32 = load %44
%46:vec4<f32> = construct %39, %41, %43, %45
%47:array<vec4<f32>, 2> = construct %37, %46
store %indexable_1, %47
%48:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_86
%49:vec4<f32> = load %48
store %v1, %49
continue %b4
}
%b4 = block { # continuing
%50:i32 = load %i
%51:i32 = add %50, 1i
store %i, %51
next_iteration %b3
}
}
%52:vec4<f32> = load %v1
store %x_GLF_color, %52
ret
}
}
%tint_symbol = @fragment func():main_out -> %b7 {
%b7 = block {
%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. *
********************************************************************