blob: 6dd4234251a61caf9d54cecd8b87a4d966e09a7a [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @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, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_31:i32 = load %6
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_34:i32 = load %8
%10:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_37:i32 = load %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_40:i32 = load %12
%14:f32 = convert %x_31
%15:f32 = convert %x_34
%16:f32 = convert %x_37
%17:f32 = convert %x_40
%18:vec4<f32> = construct %14, %15, %16, %17
store %x_GLF_color, %18
%x_44:f32 = load_vector_element %gl_FragCoord, 1u
%20:bool = lt %x_44, 0.0f
if %20 [t: %b3] { # if_1
%b3 = block { # true
%21:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_49:i32 = load %21
%x_50:f32 = convert %x_49
%24:vec4<f32> = construct %x_50, %x_50, %x_50, %x_50
store %x_GLF_color, %24
exit_if # if_1
}
}
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_53:i32 = load %25
store %i, %x_53
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%x_58:i32 = load %i
%28:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_60:i32 = load %28
%30:bool = lt %x_58, %x_60
if %30 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%x_64:f32 = load_vector_element %gl_FragCoord, 0u
%32:bool = gt %x_64, 0.0f
if %32 [t: %b8] { # if_3
%b8 = block { # true
%x_69:f32 = load_vector_element %gl_FragCoord, 1u
%34:bool = lt %x_69, 0.0f
if %34 [t: %b9] { # if_4
%b9 = block { # true
%35:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_74:i32 = load %35
%x_75:f32 = convert %x_74
%38:vec4<f32> = construct %x_75, %x_75, %x_75, %x_75
store %x_GLF_color, %38
exit_loop # loop_1
}
}
exit_if # if_3
}
}
%x_78:f32 = load_vector_element %gl_FragCoord, 0u
%40:bool = gt %x_78, 0.0f
if %40 [t: %b10] { # if_5
%b10 = block { # true
%x_83:f32 = load_vector_element %gl_FragCoord, 1u
%42:bool = lt %x_83, 0.0f
if %42 [t: %b11] { # if_6
%b11 = block { # true
%43:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_88:i32 = load %43
%x_89:f32 = convert %x_88
%46:vec4<f32> = construct %x_89, %x_89, %x_89, %x_89
store %x_GLF_color, %46
exit_if # if_6
}
}
exit_if # if_5
}
}
continue %b5
}
%b5 = block { # continuing
%x_91:i32 = load %i
%48:i32 = add %x_91, 1i
store %i, %48
next_iteration %b4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b12 {
%b12 = block {
store %gl_FragCoord, %gl_FragCoord_param
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************