blob: 1b157dc5d1cc6c267429e62a3f9657158d649df1 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_v1_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)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_v1:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%8:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%9:i32 = load %8
store %i, %9
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%12:i32 = load %11
%13:bool = lt %10, %12
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%14:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%15:f32 = load %14
%16:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%17:f32 = load %16
%18:bool = gt %15, %17
if %18 [t: %b7] { # if_2
%b7 = block { # true
discard
exit_if # if_2
}
}
%19:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%20:i32 = load %19
store %j, %20
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
%21:i32 = load %j
%22:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%23:i32 = load %22
%24:bool = lt %21, %23
if %24 [t: %b10, f: %b11] { # if_3
%b10 = block { # true
exit_if # if_3
}
%b11 = block { # false
exit_loop # loop_2
}
}
%25:f32 = load_vector_element %gl_FragCoord, 0u
%26:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%27:f32 = load %26
%28:bool = lt %25, %27
if %28 [t: %b12] { # if_4
%b12 = block { # true
discard
exit_if # if_4
}
}
%29:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %31, %34, %37, %40
store %x_GLF_v1, %41
continue %b9
}
%b9 = block { # continuing
%42:i32 = load %j
%43:i32 = add %42, 1i
store %j, %43
next_iteration %b8
}
}
continue %b4
}
%b4 = block { # continuing
%44:i32 = load %i
%45:i32 = add %44, 1i
store %i, %45
next_iteration %b3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b13 {
%b13 = block {
store %gl_FragCoord, %gl_FragCoord_param
%48:void = call %main_1
%49:vec4<f32> = load %x_GLF_v1
%50:main_out = construct %49
ret %50
}
}
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. *
********************************************************************