blob: 3273a1e3c41c7a0f6896dd5ba66060c61cf27e30 [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)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_11: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 {
%arr:ptr<function, array<i32, 3>, read_write> = var
%a:ptr<function, i32, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%10:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_40:i32 = load %10
%12:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_42:i32 = load %12
%14:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_44:i32 = load %14
%16:array<i32, 3> = construct %x_40, %x_42, %x_44
store %arr, %16
%17:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_47:i32 = load %17
%19:ptr<function, i32, read_write> = access %arr, %x_47
%x_49:i32 = load %19
store %a, %x_49
%x_50:i32 = load %a
%22:i32 = sub %x_50, 1i
store %b, %22
%x_53:f32 = load_vector_element %gl_FragCoord, 0u
%24:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%x_55:f32 = load %24
%26:bool = lt %x_53, %x_55
if %26 [t: %b3] { # if_1
%b3 = block { # true
%x_59:i32 = load %b
%28:i32 = add %x_59, 1i
store %b, %28
exit_if # if_1
}
}
%29:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_62:i32 = load %29
store %c, %x_62
%x_63:i32 = load %c
%32:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_65:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_67:i32 = load %34
%x_69:i32 = load %b
%37:i32 = clamp %x_63, %x_65, %x_67
%38:ptr<function, i32, read_write> = access %arr, %37
store %38, %x_69
%39:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_72:i32 = load %39
%41:ptr<function, i32, read_write> = access %arr, %x_72
%x_74:i32 = load %41
%43:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_77:i32 = load %43
%45:ptr<function, i32, read_write> = access %arr, %x_77
%x_79:i32 = load %45
%47:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_82:i32 = load %47
%49:ptr<function, i32, read_write> = access %arr, %x_82
%x_84:i32 = load %49
%51:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_87:i32 = load %51
%53:ptr<function, i32, read_write> = access %arr, %x_87
%x_89:i32 = load %53
%55:f32 = convert %x_74
%56:f32 = convert %x_79
%57:f32 = convert %x_84
%58:f32 = convert %x_89
%59:vec4<f32> = construct %55, %56, %57, %58
store %x_GLF_color, %59
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b4 {
%b4 = block {
store %gl_FragCoord, %gl_FragCoord_param
%62:void = call %main_1
%63:vec4<f32> = load %x_GLF_color
%64:main_out = construct %63
ret %64
}
}
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. *
********************************************************************