blob: 2df17f36845dec31f95d90bfe81fbec01a5b7d4c [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)
}
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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%7:i32 = load %6
%8:f32 = convert %7
%9:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%10:i32 = load %9
%11:f32 = convert %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%13:i32 = load %12
%14:f32 = convert %13
%15:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%16:i32 = load %15
%17:f32 = convert %16
%18:vec4<f32> = construct %8, %11, %14, %17
store %x_GLF_color, %18
%19:f32 = load_vector_element %gl_FragCoord, 1u
%20:bool = lt %19, 0.0f
if %20 [t: %b3] { # if_1
%b3 = block { # true
%21:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:vec4<f32> = construct %23
store %x_GLF_color, %24
exit_if # if_1
}
}
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%26:i32 = load %25
store %i, %26
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%27:i32 = load %i
%28:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%29:i32 = load %28
%30:bool = lt %27, %29
if %30 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%31:f32 = load_vector_element %gl_FragCoord, 0u
%32:bool = gt %31, 0.0f
if %32 [t: %b8] { # if_3
%b8 = block { # true
%33:f32 = load_vector_element %gl_FragCoord, 1u
%34:bool = lt %33, 0.0f
if %34 [t: %b9] { # if_4
%b9 = block { # true
%35:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %37
store %x_GLF_color, %38
exit_loop # loop_1
}
}
exit_if # if_3
}
}
%39:f32 = load_vector_element %gl_FragCoord, 0u
%40:bool = gt %39, 0.0f
if %40 [t: %b10] { # if_5
%b10 = block { # true
%41:f32 = load_vector_element %gl_FragCoord, 1u
%42:bool = lt %41, 0.0f
if %42 [t: %b11] { # if_6
%b11 = block { # true
%43:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:vec4<f32> = construct %45
store %x_GLF_color, %46
exit_if # if_6
}
}
exit_if # if_5
}
}
continue %b5
}
%b5 = block { # continuing
%47:i32 = load %i
%48:i32 = add %47, 1i
store %i, %48
next_iteration %b4
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b12 {
%b12 = block {
store %gl_FragCoord, %gl_FragCoord_param
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************