blob: 6587b3a8014099722b65291b09e5a388bf338bbd [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, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%arr:ptr<function, array<i32, 2>, read_write> = var
%a:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
store %i, %10
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_50:i32 = load %i
%16:ptr<function, i32, read_write> = access %arr, %x_50
%17:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%18:i32 = load %17
store %16, %18
continue %b4
}
%b4 = block { # continuing
%19:i32 = load %i
%20:i32 = add %19, 1i
store %i, %20
next_iteration %b3
}
}
store %a, -1i
%21:f32 = load_vector_element %gl_FragCoord, 1u
%22:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%23:f32 = load %22
%24:bool = lt %21, %23
%25:bool = eq %24, false
if %25 [t: %b7] { # if_2
%b7 = block { # true
%26:i32 = load %a
%x_65:i32 = add %26, 1i
store %a, %x_65
%28:ptr<function, i32, read_write> = access %arr, %x_65
%29:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%30:i32 = load %29
store %28, %30
exit_if # if_2
}
}
%31:i32 = load %a
%x_70:i32 = add %31, 1i
store %a, %x_70
%33:ptr<function, i32, read_write> = access %arr, %x_70
%34:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%35:i32 = load %34
store %33, %35
%36:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%37:i32 = load %36
%38:ptr<function, i32, read_write> = access %arr, %37
%39:i32 = load %38
%40:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%41:i32 = load %40
%42:bool = eq %39, %41
if %42 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%43:i32 = load %a
%44:f32 = convert %43
%45:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:i32 = load %a
%52:f32 = convert %51
%53:vec4<f32> = construct %44, %47, %50, %52
store %x_GLF_color, %53
exit_if # if_3
}
%b9 = block { # false
%54:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%55:i32 = load %54
%56:f32 = convert %55
%57:vec4<f32> = construct %56
store %x_GLF_color, %57
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b10 {
%b10 = block {
store %gl_FragCoord, %gl_FragCoord_param
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
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. *
********************************************************************