blob: ea04e59dc97d884c3c4978342f1824bb6aa18d68 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # 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: {
%i:ptr<function, i32, read_write> = var
%v:ptr<function, vec4<f32>, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%7:i32 = load %6
store %i, %7
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%8:i32 = load %i
%9:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%10:i32 = load %9
%11:bool = lt %8, %10
if %11 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
store %v, vec4<f32>(0.39215686917304992676f, 0.0f, 0.0f, 0.0f)
%12:f32 = load_vector_element %v, 0u
%13:i32 = call %tint_f32_to_i32, %12
%15:i32 = load %i
%16:bool = gt %13, %15
if %16 [t: $B7] { # if_2
$B7: { # true
%17:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%18:i32 = load %17
%19:f32 = convert %18
%20:vec4<f32> = construct %19
store %x_GLF_color, %20
ret
}
}
continue # -> $B4
}
$B4: { # continuing
%21:i32 = load %i
%22:i32 = add %21, 1i
store %i, %22
next_iteration # -> $B3
}
}
%23:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:f32 = let %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:f32 = let %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:f32 = let %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %26, %30, %34, %37
store %x_GLF_color, %38
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B9: {
%44:i32 = convert %value
%45:bool = gte %value, -2147483648.0f
%46:i32 = select -2147483648i, %44, %45
%47:bool = lte %value, 2147483520.0f
%48:i32 = select 2147483647i, %46, %47
ret %48
}
}
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. *
********************************************************************