blob: 3474e2a512286d2f204757b8acb32b607c33ba60 [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, 4> @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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_9: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<f32, 3>, read_write> = var
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%8:f32 = load %7
%9:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%10:f32 = load %9
%11:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%12:f32 = load %11
%13:array<f32, 3> = construct %8, %10, %12
store %arr, %13
store %i, 1i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%14:i32 = load %i
%15:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%16:i32 = load %15
%17:i32 = min %16, 3i
%18:bool = lt %14, %17
if %18 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%19:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%x_53:i32 = load %19
%21:ptr<function, f32, read_write> = access %arr, %x_53
%22:ptr<function, f32, read_write> = access %arr, %x_53
%23:f32 = load %22
%24:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%25:f32 = load %24
%26:f32 = add %23, %25
store %21, %26
continue %b4
}
%b4 = block { # continuing
%27:i32 = load %i
%28:i32 = add %27, 1i
store %i, %28
next_iteration %b3
}
}
%29:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%30:i32 = load %29
%31:ptr<function, f32, read_write> = access %arr, %30
%32:f32 = load %31
%33:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%34:f32 = load %33
%35:bool = eq %32, %34
if %35 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%36:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:vec4<f32> = construct %38, %41, %44, %47
store %x_GLF_color, %48
exit_if # if_2
}
%b8 = block { # false
%49:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%50:i32 = load %49
%51:f32 = convert %50
%52:vec4<f32> = construct %51
store %x_GLF_color, %52
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%54:void = call %main_1
%55:vec4<f32> = load %x_GLF_color
%56:main_out = construct %55
ret %56
}
}
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. *
********************************************************************