blob: 172500666ed7e77bb8839413707d0e54cb33b723 [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, 3> @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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%A:ptr<function, array<i32, 2>, read_write> = var
%i:ptr<function, i32, read_write> = var
%a:ptr<function, i32, read_write> = var
%v1:ptr<function, vec2<f32>, read_write> = var
%v2:ptr<function, vec2<f32>, read_write> = var
%b:ptr<function, i32, read_write> = var
%11:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_46:i32 = load %11
%13:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_48:i32 = load %13
%15:ptr<function, i32, read_write> = access %A, %x_46
store %15, %x_48
%16:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_51:i32 = load %16
%18:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_53:i32 = load %18
%20:ptr<function, i32, read_write> = access %A, %x_51
store %20, %x_53
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_56:i32 = load %21
store %i, %x_56
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_61:i32 = load %i
%24:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_63:i32 = load %24
%26:bool = gt %x_61, %x_63
if %26 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_66:i32 = load %i
%28:i32 = sub %x_66, 1i
store %i, %28
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%29:ptr<uniform, f32, read> = access %x_10, 0u, 1i, 0u
%x_69:f32 = load %29
%31:ptr<uniform, f32, read> = access %x_10, 0u, 1i, 0u
%x_71:f32 = load %31
%x_73:i32 = load %i
%34:bool = gte %x_69, %x_71
%35:i32 = select %x_73, 1i, %34
%36:ptr<function, i32, read_write> = access %A, %35
%x_76:i32 = load %36
store %a, %x_76
%38:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_78:i32 = load %38
%x_80:i32 = load %a
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_84:i32 = load %41
%43:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_87:i32 = load %43
%45:ptr<uniform, f32, read> = access %x_10, 0u, 1i, 0u
%x_91:f32 = load %45
%47:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%x_93:f32 = load %47
%49:f32 = convert %x_78
%50:f32 = convert %x_80
%51:vec2<f32> = construct %49, %50
%52:f32 = convert %x_84
%53:f32 = convert %x_87
%54:vec2<f32> = construct %52, %53
%55:bool = lt %x_91, %x_93
%56:vec2<bool> = construct %55, true
%57:vec2<f32> = select %51, %54, %56
store %v1, %57
%58:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_98:i32 = load %58
%x_100:f32 = load_vector_element %v1, %x_98
%61:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_103:i32 = load %61
%x_105:f32 = load_vector_element %v1, %x_103
%64:vec2<f32> = construct %x_100, %x_100
%65:vec2<f32> = construct %x_105, %x_105
%66:vec2<f32> = select %64, %65, vec2<bool>(false)
store %v2, %66
%67:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_109:i32 = load %67
%x_110:f32 = convert %x_109
%70:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_113:i32 = load %70
%x_114:f32 = convert %x_113
%x_116:vec2<f32> = load %v2
%74:vec2<f32> = construct %x_110, %x_110
%75:vec2<f32> = construct %x_114, %x_114
%76:vec2<f32> = clamp %74, %75, %x_116
%77:f32 = access %76, 0u
%78:i32 = convert %77
%79:ptr<function, i32, read_write> = access %A, %78
%x_121:i32 = load %79
store %b, %x_121
%x_122:i32 = load %b
%82:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_124:i32 = load %82
%84:bool = eq %x_122, %x_124
if %84 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%85:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_130:i32 = load %85
%87:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_133:i32 = load %87
%89:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_136:i32 = load %89
%91:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_139:i32 = load %91
%93:f32 = convert %x_130
%94:f32 = convert %x_133
%95:f32 = convert %x_136
%96:f32 = convert %x_139
%97:vec4<f32> = construct %93, %94, %95, %96
store %x_GLF_color, %97
exit_if # if_2
}
%b8 = block { # false
%98:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_143:i32 = load %98
%x_144:f32 = convert %x_143
%101:vec4<f32> = construct %x_144, %x_144, %x_144, %x_144
store %x_GLF_color, %101
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%103:void = call %main_1
%104:vec4<f32> = load %x_GLF_color
%105:main_out = construct %104
ret %105
}
}
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. *
********************************************************************