blob: b9f17fbf61b115eb7b0a948bfc84dc3a7d86b337 [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, 3> @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 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_14:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%f1_f1_ = func(%a:ptr<function, f32, read_write>):f32 -> %b2 {
%b2 = block {
%b:ptr<function, i32, read_write> = var
%c:ptr<function, f32, read_write> = var
store %b, 8i
%9:f32 = load_vector_element %gl_FragCoord, 1u
%10:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%11:f32 = load %10
%12:bool = gte %9, %11
if %12 [t: %b3] { # if_1
%b3 = block { # true
%13:i32 = load %b
%14:i32 = add %13, 1i
store %b, %14
%15:i32 = load %b
%16:i32 = add %15, 1i
store %b, %16
exit_if # if_1
}
}
%17:f32 = load %a
%18:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%19:f32 = load %18
%20:bool = lt %17, %19
if %20 [t: %b4] { # if_2
%b4 = block { # true
%21:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%x_88:f32 = load %21
ret %x_88
}
}
%23:i32 = load %b
%24:i32 = clamp %23, 0i, 2i
%25:f32 = convert %24
store %c, %25
%x_92:f32 = load %c
ret %x_92
}
}
%main_1 = func():void -> %b5 {
%b5 = block {
%a_1:ptr<function, f32, read_write> = var
%param:ptr<function, f32, read_write> = var
%30:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%31:f32 = load %30
store %param, %31
%x_44:f32 = call %f1_f1_, %param
store %a_1, %x_44
%33:f32 = load %a_1
%34:ptr<uniform, f32, read> = access %x_9, 0u, 2i, 0u
%35:f32 = load %34
%36:bool = eq %33, %35
if %36 [t: %b6, f: %b7] { # if_3
%b6 = block { # true
%37:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:vec4<f32> = construct %39, %42, %45, %48
store %x_GLF_color, %49
exit_if # if_3
}
%b7 = block { # false
%50:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:vec4<f32> = construct %52
store %x_GLF_color, %53
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b8 {
%b8 = block {
store %gl_FragCoord, %gl_FragCoord_param
%56:void = call %main_1
%57:vec4<f32> = load %x_GLF_color
%58:main_out = construct %57
ret %58
}
}
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. *
********************************************************************