blob: dd77b497289b2d5bd760588d8b46f2bd75a0ca9e [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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_6: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
%A:ptr<function, array<i32, 2>, read_write> = var
%a:ptr<function, i32, read_write> = var
%7:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_30:i32 = load %7
store %i, %x_30
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_35:i32 = load %i
%10:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_37:i32 = load %10
%12:bool = lt %x_35, %x_37
if %12 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_40:i32 = load %i
%x_41:i32 = load %i
%15:ptr<function, i32, read_write> = access %A, %x_40
store %15, %x_41
continue %b4
}
%b4 = block { # continuing
%x_43:i32 = load %i
%17:i32 = add %x_43, 1i
store %i, %17
next_iteration %b3
}
}
%18:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_46:i32 = load %18
%20:ptr<function, i32, read_write> = access %A, %x_46
%x_48:i32 = load %20
%22:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_51:i32 = load %22
%24:ptr<function, i32, read_write> = access %A, %x_51
%x_53:i32 = load %24
%26:i32 = complement %x_48
%27:i32 = complement %x_53
%28:i32 = min %26, %27
store %a, %28
%29:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_57:i32 = load %29
%x_58:f32 = convert %x_57
%32:vec4<f32> = construct %x_58, %x_58, %x_58, %x_58
store %x_GLF_color, %32
%x_60:i32 = load %a
%34:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_62:i32 = load %34
%36:i32 = negation %x_62
%37:bool = eq %x_60, %36
if %37 [t: %b7] { # if_2
%b7 = block { # true
%38:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_68:i32 = load %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_71:i32 = load %40
%42:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_74:i32 = load %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_77:i32 = load %44
%46:f32 = convert %x_68
%47:f32 = convert %x_71
%48:f32 = convert %x_74
%49:f32 = convert %x_77
%50:vec4<f32> = construct %46, %47, %48, %49
store %x_GLF_color, %50
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b8 {
%b8 = block {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************