blob: fbcb7e875795d8d29410f3d92bf790b197a6d66b [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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_10: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
store %x_GLF_global_loop_count, 0i
%8:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%9:f32 = load %8
store %f, %9
%10:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%11:i32 = load %10
store %i, %11
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%12:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_10, 0u, 2i, 0u
%14:i32 = load %13
%15:bool = lt %12, %14
if %15 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%16:f32 = load %f
%17:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%18:f32 = load %17
%19:bool = gt %16, %18
if %19 [t: %b7] { # if_2
%b7 = block { # true
exit_if # if_2
}
}
store %f, 1.0f
%20:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%21:f32 = load %20
%22:f32 = load %f
%23:f32 = clamp %21, 1.0f, %22
%24:f32 = sub 1.0f, %23
%25:i32 = load %i
%26:f32 = convert %25
%27:f32 = add %24, %26
store %f, %27
continue %b4
}
%b4 = block { # continuing
%28:i32 = load %i
%29:i32 = add %28, 1i
store %i, %29
next_iteration %b3
}
}
%30:f32 = load %f
%31:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%32:f32 = load %31
%33:bool = eq %30, %32
if %33 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%34:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:vec4<f32> = construct %36, %39, %42, %45
store %x_GLF_color, %46
exit_if # if_3
}
%b9 = block { # false
%47:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %49
store %x_GLF_color, %50
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************