blob: 93e31d3ccc3d16aae15984b00d1d0eb27204a23f [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
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
store %x_GLF_global_loop_count, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_30:i32 = load %x_GLF_global_loop_count
%6:bool = lt %x_30, 100i
if %6 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_33:i32 = load %x_GLF_global_loop_count
%8:i32 = add %x_33, 1i
store %x_GLF_global_loop_count, %8
%x_35:i32 = load %x_GLF_global_loop_count
%x_36:i32 = load %x_GLF_global_loop_count
%11:i32 = mul %x_35, %x_36
%12:bool = gt %11, 10i
if %12 [t: %b7] { # if_2
%b7 = block { # true
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%x_41:i32 = load %x_GLF_global_loop_count
%14:bool = eq %x_41, 4i
if %14 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%15:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_47:i32 = load %15
%17:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_50:i32 = load %17
%19:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_53:i32 = load %19
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_56:i32 = load %21
%23:f32 = convert %x_47
%24:f32 = convert %x_50
%25:f32 = convert %x_53
%26:f32 = convert %x_56
%27:vec4<f32> = construct %23, %24, %25, %26
store %x_GLF_color, %27
exit_if # if_3
}
%b9 = block { # false
%28:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_60:i32 = load %28
%x_61:f32 = convert %x_60
%31:vec4<f32> = construct %x_61, %x_61, %x_61, %x_61
store %x_GLF_color, %31
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%33:void = call %main_1
%34:vec4<f32> = load %x_GLF_color
%35:main_out = construct %34
ret %35
}
}
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. *
********************************************************************