blob: f4e5f49514a9df9860d40f964a4484ca9e68bb4b [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)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7: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 {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 0u
%8:i32 = convert %7
%9:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%10:i32 = load %9
%11:bool = lt %8, %10
%12:i32 = select -1i, 0i, %11
store %a, %12
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%13:i32 = load %i
%14:bool = lt %13, 5i
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%15:i32 = load %a
%16:i32 = div %15, 2i
store %a, %16
continue %b4
}
%b4 = block { # continuing
%17:i32 = load %i
%18:i32 = add %17, 1i
store %i, %18
next_iteration %b3
}
}
%19:i32 = load %a
%20:bool = eq %19, 0i
if %20 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%25:i32 = load %24
%26:f32 = convert %25
%27:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:vec4<f32> = construct %23, %26, %29, %32
store %x_GLF_color, %33
exit_if # if_2
}
%b8 = block { # false
%34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:vec4<f32> = construct %36
store %x_GLF_color, %37
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
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. *
********************************************************************