blob: dc64a4581f098743f7508e3a2abe3bb18d331d05 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
buf2 = struct @align(4) {
zero:f32 @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = 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
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_5:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_7:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%8:f32 = load %7
%9:vec4<f32> = construct %8
store %x_GLF_color, %9
%10:ptr<uniform, f32, read> = access %x_7, 0u
%11:f32 = load %10
%12:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%13:f32 = load %12
%14:bool = gt %11, %13
if %14 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
loop [b: %b5, c: %b6] { # loop_1
%b5 = block { # body
%15:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%16:f32 = load %15
%17:vec4<f32> = construct %16
store %x_GLF_color, %17
continue %b6
}
%b6 = block { # continuing
break_if false %b5
}
}
exit_if # if_1
}
%b4 = block { # false
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
loop [b: %b9, c: %b10] { # loop_3
%b9 = block { # body
if true [t: %b11, f: %b12] { # if_2
%b11 = block { # true
exit_if # if_2
}
%b12 = block { # false
exit_loop # loop_3
}
}
%18:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%19:i32 = load %18
store %i, %19
loop [b: %b13, c: %b14] { # loop_4
%b13 = block { # body
%20:i32 = load %i
%21:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%22:i32 = load %21
%23:bool = lt %20, %22
if %23 [t: %b15, f: %b16] { # if_3
%b15 = block { # true
exit_if # if_3
}
%b16 = block { # false
exit_loop # loop_4
}
}
%24:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%25:f32 = load %24
%26:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%27:f32 = load %26
%28:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%29:f32 = load %28
%30:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%31:f32 = load %30
%32:vec4<f32> = construct %25, %27, %29, %31
store %x_GLF_color, %32
continue %b14
}
%b14 = block { # continuing
%33:i32 = load %i
%34:i32 = add %33, 1i
store %i, %34
next_iteration %b13
}
}
exit_loop # loop_3
}
%b10 = block { # continuing
next_iteration %b9
}
}
continue %b8
}
%b8 = block { # continuing
%35:ptr<uniform, f32, read> = access %x_7, 0u
%x_82:f32 = load %35
%37:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%x_84:f32 = load %37
%39:bool = gt %x_82, %x_84
%40:bool = eq %39, false
break_if %40 %b7
}
}
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b17 {
%b17 = block {
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
ret %44
}
}
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. *
********************************************************************