blob: 31f5d156b83b44634ff1e08ca819b8081a9e4557 [file] [log] [blame]
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. *
********************************************************************