blob: f4d02a0cd34e95b8f429c993afcdaab536ed5f95 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: theSSBO = struct @align(4) {
out_data:i32 @offset(0)
}
buf1 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
%b1 = block { # root
%x_4:ptr<storage, theSSBO, read_write> = var @binding_point(0, 0)
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%GLF_live3s:ptr<function, f32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%z:ptr<function, i32, read_write> = var
%8:ptr<storage, i32, read_write> = access %x_4, 0u
store %8, 42i
%9:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%10:f32 = load_vector_element %9, 0u
%11:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%12:f32 = load_vector_element %11, 1u
%13:bool = gt %10, %12
if %13 [t: %b3] { # if_1
%b3 = block { # true
%14:void = workgroupBarrier
exit_if # if_1
}
}
%15:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%16:f32 = load_vector_element %15, 0u
%17:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%18:f32 = load_vector_element %17, 1u
%19:bool = gt %16, %18
if %19 [t: %b4] { # if_2
%b4 = block { # true
%20:void = workgroupBarrier
exit_if # if_2
}
}
%21:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%22:f32 = load_vector_element %21, 1u
%23:i32 = convert %22
store %i, %23
loop [b: %b5, c: %b6] { # loop_1
%b5 = block { # body
%24:i32 = load %i
%25:bool = gt %24, 0i
if %25 [t: %b7, f: %b8] { # if_3
%b7 = block { # true
exit_if # if_3
}
%b8 = block { # false
exit_loop # loop_1
}
}
%26:void = workgroupBarrier
continue %b6
}
%b6 = block { # continuing
%27:i32 = load %i
%28:i32 = sub %27, 1i
store %i, %28
next_iteration %b5
}
}
store %GLF_live3s, 0.0f
loop [b: %b9, c: %b10] { # loop_2
%b9 = block { # body
store %i_1, 1i
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%29:i32 = load %i_1
%30:bool = lt %29, 2i
if %30 [t: %b13, f: %b14] { # if_4
%b13 = block { # true
exit_if # if_4
}
%b14 = block { # false
exit_loop # loop_3
}
}
%31:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%32:f32 = load_vector_element %31, 0u
%33:bool = gt %32, 1.0f
if %33 [t: %b15] { # if_5
%b15 = block { # true
%34:void = workgroupBarrier
exit_if # if_5
}
}
%35:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%36:f32 = load_vector_element %35, 0u
%37:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%38:f32 = load_vector_element %37, 1u
%39:bool = gt %36, %38
if %39 [t: %b16] { # if_6
%b16 = block { # true
%40:void = workgroupBarrier
exit_if # if_6
}
}
%41:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%42:f32 = load_vector_element %41, 1u
%43:i32 = convert %42
store %z, %43
loop [b: %b17, c: %b18] { # loop_4
%b17 = block { # body
%44:i32 = load %z
%45:bool = gt %44, 0i
if %45 [t: %b19, f: %b20] { # if_7
%b19 = block { # true
exit_if # if_7
}
%b20 = block { # false
exit_loop # loop_4
}
}
%46:f32 = load %GLF_live3s
%47:f32 = add %46, 1.0f
store %GLF_live3s, %47
continue %b18
}
%b18 = block { # continuing
%48:i32 = load %z
%49:i32 = sub %48, 1i
store %z, %49
next_iteration %b17
}
}
%50:i32 = load %i_1
%51:bool = gte %50, 1i
if %51 [t: %b21] { # if_8
%b21 = block { # true
%52:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%53:f32 = load_vector_element %52, 0u
%54:bool = gt %53, 1.0f
if %54 [t: %b22] { # if_9
%b22 = block { # true
%55:void = workgroupBarrier
exit_if # if_9
}
}
exit_if # if_8
}
}
continue %b12
}
%b12 = block { # continuing
%56:i32 = load %i_1
%57:i32 = add %56, 1i
store %i_1, %57
next_iteration %b11
}
}
continue %b10
}
%b10 = block { # continuing
%58:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_111:f32 = load_vector_element %58, 0u
%60:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_113:f32 = load_vector_element %60, 1u
%62:bool = gt %x_111, %x_113
%63:bool = eq %62, false
break_if %63 %b9
}
}
ret
}
}
%tint_symbol = @compute @workgroup_size(1, 1, 1) func():void -> %b23 {
%b23 = block {
%65:void = call %main_1
ret
}
}
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. *
********************************************************************