blob: fe56ef2f631625998e8fd6507a724123b9afa795 [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, 2> @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, 4> @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 {
%a:ptr<function, i32, read_write> = var
%v:ptr<function, vec4<f32>, read_write> = var
%m:ptr<function, mat3x4<f32>, read_write> = var
%indexable:ptr<function, mat4x4<f32>, read_write> = var
%9:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%10:i32 = load %9
store %a, %10
%11:ptr<uniform, f32, read> = access %x_9, 0u, 2i, 0u
%12:f32 = load %11
%13:vec4<f32> = construct %12
store %v, %13
%14:ptr<uniform, f32, read> = access %x_9, 0u, 3i, 0u
%x_49:f32 = load %14
%16:vec4<f32> = construct %x_49, 0.0f, 0.0f, 0.0f
%17:vec4<f32> = construct 0.0f, %x_49, 0.0f, 0.0f
%18:vec4<f32> = construct 0.0f, 0.0f, %x_49, 0.0f
%19:mat3x4<f32> = construct %16, %17, %18
store %m, %19
%x_54:i32 = load %a
%x_55:i32 = load %a
%22:ptr<function, vec4<f32>, read_write> = access %m, %x_54
%23:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%24:f32 = load %23
store_vector_element %22, %x_55, %24
%x_59:i32 = load %a
%x_78:i32 = load %a
%x_79:i32 = load %a
%28:ptr<function, vec4<f32>, read_write> = access %m, 0u
%29:f32 = load_vector_element %28, 0u
%30:ptr<function, vec4<f32>, read_write> = access %m, 0u
%31:f32 = load_vector_element %30, 1u
%32:ptr<function, vec4<f32>, read_write> = access %m, 0u
%33:f32 = load_vector_element %32, 2u
%34:ptr<function, vec4<f32>, read_write> = access %m, 0u
%35:f32 = load_vector_element %34, 3u
%36:vec4<f32> = construct %29, %31, %33, %35
%37:ptr<function, vec4<f32>, read_write> = access %m, 1u
%38:f32 = load_vector_element %37, 0u
%39:ptr<function, vec4<f32>, read_write> = access %m, 1u
%40:f32 = load_vector_element %39, 1u
%41:ptr<function, vec4<f32>, read_write> = access %m, 1u
%42:f32 = load_vector_element %41, 2u
%43:ptr<function, vec4<f32>, read_write> = access %m, 1u
%44:f32 = load_vector_element %43, 3u
%45:vec4<f32> = construct %38, %40, %42, %44
%46:ptr<function, vec4<f32>, read_write> = access %m, 2u
%47:f32 = load_vector_element %46, 0u
%48:ptr<function, vec4<f32>, read_write> = access %m, 2u
%49:f32 = load_vector_element %48, 1u
%50:ptr<function, vec4<f32>, read_write> = access %m, 2u
%51:f32 = load_vector_element %50, 2u
%52:ptr<function, vec4<f32>, read_write> = access %m, 2u
%53:f32 = load_vector_element %52, 3u
%54:vec4<f32> = construct %47, %49, %51, %53
%55:mat4x4<f32> = construct %36, %45, %54, vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f)
store %indexable, %55
%56:f32 = load_vector_element %v, %x_59
%57:ptr<function, vec4<f32>, read_write> = access %indexable, %x_78
%58:f32 = load_vector_element %57, %x_79
%59:f32 = add %56, %58
store_vector_element %v, %x_59, %59
%60:f32 = load_vector_element %v, 1u
%61:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%62:f32 = load %61
%63:bool = eq %60, %62
if %63 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%64:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%65:i32 = load %64
%66:f32 = convert %65
%67:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%68:i32 = load %67
%69:f32 = convert %68
%70:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%71:i32 = load %70
%72:f32 = convert %71
%73:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%74:i32 = load %73
%75:f32 = convert %74
%76:vec4<f32> = construct %66, %69, %72, %75
store %x_GLF_color, %76
exit_if # if_1
}
%b4 = block { # false
%77:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%78:i32 = load %77
%79:f32 = convert %78
%80:vec4<f32> = construct %79
store %x_GLF_color, %80
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%82:void = call %main_1
%83:vec4<f32> = load %x_GLF_color
%84:main_out = construct %83
ret %84
}
}
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. *
********************************************************************