| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf1 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr, 6> @offset(0) |
| } |
| |
| strided_arr_1 = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| %b1 = block { # root |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_12:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| } |
| |
| %main_1 = func():void -> %b2 { |
| %b2 = block { |
| %data:ptr<function, array<i32, 5>, read_write> = var |
| %a:ptr<function, i32, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %j:ptr<function, i32, read_write> = var |
| %i_1:ptr<function, i32, read_write> = var |
| %11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %x_45:i32 = load %11 |
| %13:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_48:i32 = load %13 |
| %15:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_51:i32 = load %15 |
| %17:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %x_54:i32 = load %17 |
| %19:f32 = convert %x_45 |
| %20:f32 = convert %x_48 |
| %21:f32 = convert %x_51 |
| %22:f32 = convert %x_54 |
| %23:vec4<f32> = construct %19, %20, %21, %22 |
| store %x_GLF_color, %23 |
| %24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %x_58:i32 = load %24 |
| %26:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u |
| %x_60:i32 = load %26 |
| %28:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u |
| %x_62:i32 = load %28 |
| %30:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u |
| %x_64:i32 = load %30 |
| %32:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %x_66:i32 = load %32 |
| %34:array<i32, 5> = construct %x_58, %x_60, %x_62, %x_64, %x_66 |
| store %data, %34 |
| %35:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_69:i32 = load %35 |
| store %a, %x_69 |
| loop [b: %b3, c: %b4] { # loop_1 |
| %b3 = block { # body |
| %x_74:i32 = load %a |
| %38:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %x_76:i32 = load %38 |
| %40:bool = lt %x_74, %x_76 |
| if %40 [t: %b5, f: %b6] { # if_1 |
| %b5 = block { # true |
| exit_if # if_1 |
| } |
| %b6 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %41:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_80:i32 = load %41 |
| store %i, %x_80 |
| loop [b: %b7, c: %b8] { # loop_2 |
| %b7 = block { # body |
| %x_85:i32 = load %i |
| %44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %x_87:i32 = load %44 |
| %46:bool = lt %x_85, %x_87 |
| if %46 [t: %b9, f: %b10] { # if_2 |
| %b9 = block { # true |
| exit_if # if_2 |
| } |
| %b10 = block { # false |
| exit_loop # loop_2 |
| } |
| } |
| %x_90:i32 = load %i |
| store %j, %x_90 |
| loop [b: %b11, c: %b12] { # loop_3 |
| %b11 = block { # body |
| %x_95:i32 = load %j |
| %49:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u |
| %x_97:i32 = load %49 |
| %51:bool = lt %x_95, %x_97 |
| if %51 [t: %b13, f: %b14] { # if_3 |
| %b13 = block { # true |
| exit_if # if_3 |
| } |
| %b14 = block { # false |
| exit_loop # loop_3 |
| } |
| } |
| %x_100:i32 = load %i |
| %53:ptr<function, i32, read_write> = access %data, %x_100 |
| %x_102:i32 = load %53 |
| %x_103:i32 = load %j |
| %56:ptr<function, i32, read_write> = access %data, %x_103 |
| %x_105:i32 = load %56 |
| %58:bool = lt %x_102, %x_105 |
| if %58 [t: %b15] { # if_4 |
| %b15 = block { # true |
| %59:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_110:i32 = load %59 |
| %x_111:f32 = convert %x_110 |
| %62:vec4<f32> = construct %x_111, %x_111, %x_111, %x_111 |
| store %x_GLF_color, %62 |
| exit_if # if_4 |
| } |
| } |
| continue %b12 |
| } |
| %b12 = block { # continuing |
| %x_113:i32 = load %j |
| %64:i32 = add %x_113, 1i |
| store %j, %64 |
| next_iteration %b11 |
| } |
| } |
| continue %b8 |
| } |
| %b8 = block { # continuing |
| %x_115:i32 = load %i |
| %66:i32 = add %x_115, 1i |
| store %i, %66 |
| next_iteration %b7 |
| } |
| } |
| continue %b4 |
| } |
| %b4 = block { # continuing |
| %x_117:i32 = load %a |
| %68:i32 = add %x_117, 1i |
| store %a, %68 |
| next_iteration %b3 |
| } |
| } |
| loop [b: %b16, c: %b17] { # loop_4 |
| %b16 = block { # body |
| %x_124:f32 = load_vector_element %gl_FragCoord, 0u |
| %70:ptr<uniform, f32, read> = access %x_12, 0u, 0i, 0u |
| %x_126:f32 = load %70 |
| %72:bool = lt %x_124, %x_126 |
| if %72 [t: %b18, f: %b19] { # if_5 |
| %b18 = block { # true |
| exit_if # if_5 |
| } |
| %b19 = block { # false |
| exit_loop # loop_4 |
| } |
| } |
| %73:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_130:i32 = load %73 |
| store %i_1, %x_130 |
| loop [b: %b20, c: %b21] { # loop_5 |
| %b20 = block { # body |
| %x_135:i32 = load %i_1 |
| %76:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u |
| %x_137:i32 = load %76 |
| %78:bool = lt %x_135, %x_137 |
| if %78 [t: %b22, f: %b23] { # if_6 |
| %b22 = block { # true |
| exit_if # if_6 |
| } |
| %b23 = block { # false |
| exit_loop # loop_5 |
| } |
| } |
| %79:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u |
| %x_141:i32 = load %79 |
| %x_142:f32 = convert %x_141 |
| %82:vec4<f32> = construct %x_142, %x_142, %x_142, %x_142 |
| store %x_GLF_color, %82 |
| continue %b21 |
| } |
| %b21 = block { # continuing |
| %x_144:i32 = load %i_1 |
| %84:i32 = add %x_144, 1i |
| store %i_1, %84 |
| next_iteration %b20 |
| } |
| } |
| continue %b17 |
| } |
| %b17 = block { # continuing |
| next_iteration %b16 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b24 { |
| %b24 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %87:void = call %main_1 |
| %88:vec4<f32> = load %x_GLF_color |
| %89:main_out = construct %88 |
| ret %89 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |