blob: 8bfce5a246e10241c666d41a56975612758abc20 [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)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%arr:ptr<function, array<f32, 10>, read_write> = var
store %f, 2.0f
%7:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%8:f32 = load %7
%9:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%10:f32 = load %9
%11:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%12:f32 = load %11
%13:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%14:f32 = load %13
%15:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%16:f32 = load %15
%17:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%18:f32 = load %17
%19:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%20:f32 = load %19
%21:f32 = load %f
%22:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%23:f32 = load %22
%24:f32 = pow %21, %23
%25:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%26:f32 = load %25
%27:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%28:f32 = load %27
%29:array<f32, 10> = construct %8, %10, %12, %14, %16, %18, %20, %24, %26, %28
store %arr, %29
%30:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%31:i32 = load %30
%32:ptr<function, f32, read_write> = access %arr, %31
%33:f32 = load %32
%34:i32 = convert %33
%35:ptr<uniform, i32, read> = access %x_9, 0u, 3i, 0u
%36:i32 = load %35
%37:bool = eq %34, %36
if %37 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%38:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 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_1
}
%b4 = block { # false
%51:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %53
store %x_GLF_color, %54
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = 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. *
********************************************************************