blob: 7a9ed6b500474457de39ff1d6e8a76a9bc1a6cbb [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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
store %x_GLF_global_loop_count, 0i
%5:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%6:i32 = load %5
%x_26:i32 = let %6
%8:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%9:i32 = load %8
%x_29:i32 = let %9
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%12:i32 = load %11
%x_32:i32 = let %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%15:i32 = load %14
%x_35:i32 = let %15
%17:f32 = convert %x_26
%18:f32 = let %17
%19:f32 = convert %x_29
%20:f32 = let %19
%21:f32 = convert %x_32
%22:f32 = let %21
%23:f32 = convert %x_35
%24:vec4<f32> = construct %18, %20, %22, %23
store %x_GLF_color, %24
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_54:ptr<function, bool, read_write> = var
%x_55_phi:ptr<function, bool, read_write> = var
%27:i32 = load %x_GLF_global_loop_count
%x_42:i32 = let %27
%29:bool = lt %x_42, 100i
if %29 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%30:i32 = load %x_GLF_global_loop_count
%x_45:i32 = let %30
%32:i32 = add %x_45, 1i
store %x_GLF_global_loop_count, %32
store %x_55_phi, true
if false [t: $B7] { # if_2
$B7: { # true
%33:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%34:i32 = load %33
%x_51:i32 = let %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%37:i32 = load %36
%x_53:i32 = let %37
%39:bool = eq %x_51, %x_53
store %x_54, %39
%40:bool = load %x_54
store %x_55_phi, %40
exit_if # if_2
}
}
%41:bool = load %x_55_phi
%x_55:bool = let %41
%43:bool = eq %x_55, false
if %43 [t: $B8] { # if_3
$B8: { # true
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%44:i32 = load %x_GLF_global_loop_count
%x_63:i32 = let %44
%46:bool = lt %x_63, 100i
if %46 [t: $B11, f: $B12] { # if_4
$B11: { # true
exit_if # if_4
}
$B12: { # false
exit_loop # loop_2
}
}
%47:i32 = load %x_GLF_global_loop_count
%x_66:i32 = let %47
%49:i32 = add %x_66, 1i
store %x_GLF_global_loop_count, %49
%50:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%51:i32 = load %50
%x_69:i32 = let %51
%53:f32 = convert %x_69
%x_70:f32 = let %53
%55:vec4<f32> = construct %x_70, %x_70, %x_70, %x_70
store %x_GLF_color, %55
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B13: {
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************