| 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. * |
| ******************************************************************** |