blob: aa42001f3e3c10d301483e4c3de2fe0a336ebfb2 [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, 4> @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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():void {
$B2: {
%x_66:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%7:i32 = load %6
%x_62:i32 = let %7
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
store %x_66, %10
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_67:ptr<function, i32, read_write> = var
%12:i32 = load %x_66
%13:ptr<uniform, i32, read> = access %x_7, 0u, 3i, 0u
%14:i32 = load %13
%15:bool = lt %12, %14
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%16:i32 = load %x_GLF_global_loop_count
%17:i32 = add %16, 1i
store %x_GLF_global_loop_count, %17
%18:i32 = load %x_66
%19:i32 = add %18, 1i
store %x_67, %19
%20:i32 = load %x_67
store %x_66, %20
next_iteration # -> $B3
}
}
%21:bool = lt %x_62, %x_62
if %21 [t: $B7] { # if_2
$B7: { # true
ret
}
}
ret
}
}
%main_1 = func():void {
$B8: {
store %x_GLF_global_loop_count, 0i
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%23:i32 = load %x_GLF_global_loop_count
%24:bool = lt %23, 10i
if %24 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
continue # -> $B10
}
$B10: { # continuing
%25:i32 = load %x_GLF_global_loop_count
%26:i32 = add %25, 1i
store %x_GLF_global_loop_count, %26
%27:void = call %func_
next_iteration # -> $B9
}
}
loop [b: $B13, c: $B14] { # loop_3
$B13: { # body
%28:i32 = load %x_GLF_global_loop_count
%29:bool = lt %28, 10i
if %29 [t: $B15, f: $B16] { # if_4
$B15: { # true
exit_if # if_4
}
$B16: { # false
exit_loop # loop_3
}
}
continue # -> $B14
}
$B14: { # continuing
%30:i32 = load %x_GLF_global_loop_count
%31:i32 = add %30, 1i
store %x_GLF_global_loop_count, %31
next_iteration # -> $B13
}
}
%32:i32 = load %x_GLF_global_loop_count
%33:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%34:i32 = load %33
%35:bool = eq %32, %34
if %35 [t: $B17, f: $B18] { # if_5
$B17: { # true
%36:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%x_51:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%x_54:f32 = let %42
%44:vec4<f32> = construct %x_51, %x_54, %x_54, %x_51
store %x_GLF_color, %44
exit_if # if_5
}
$B18: { # false
%45:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:vec4<f32> = construct %47
store %x_GLF_color, %48
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B19: {
%50:void = call %main_1
%51:vec4<f32> = load %x_GLF_color
%52:main_out = construct %51
ret %52
}
}
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. *
********************************************************************