blob: 418b130d3c10cfdc0c246c54bb730a7b6d4f1486 [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, 4> @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 {
%f:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_66:ptr<function, bool, read_write> = var
%x_67:ptr<function, bool, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%10:f32 = load %9
store %f, %10
%11:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%12:i32 = load %11
store %i, %12
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%13:i32 = load %i
%14:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%15:i32 = load %14
%16:bool = lt %13, %15
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%17:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%18:f32 = load %17
%19:f32 = negation %18
%20:f32 = load %f
%21:f32 = mul %19, %20
%22:f32 = abs %21
%23:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%24:f32 = load %23
%25:f32 = add %22, %24
store %f, %25
continue %b4
}
%b4 = block { # continuing
%26:i32 = load %i
%27:i32 = add %26, 1i
store %i, %27
next_iteration %b3
}
}
%28:f32 = load %f
%29:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%30:f32 = load %29
%x_60:bool = gt %28, %30
store %x_67, %x_60
if %x_60 [t: %b7] { # if_2
%b7 = block { # true
%32:f32 = load %f
%33:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%34:f32 = load %33
%35:bool = lt %32, %34
store %x_66, %35
%36:bool = load %x_66
store %x_67, %36
exit_if # if_2
}
}
%37:bool = load %x_67
if %37 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%38:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %40, %43, %46, %49
store %x_GLF_color, %50
exit_if # if_3
}
%b9 = block { # false
%51:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %53
store %x_GLF_color, %54
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%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. *
********************************************************************