blob: d55a761c4cbf51eefc01034117c32a205c0e5a40 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(16) {
sequence:vec4<i32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, vec4<i32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%sum:ptr<function, i32, read_write> = var
store %a, vec4<i32>(0i)
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%7:i32 = load %i
%x_40:i32 = let %7
%9:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%10:i32 = load_vector_element %9, 3u
%x_42:i32 = let %10
%12:i32 = add %x_42, 1i
%13:bool = lt %x_40, %12
if %13 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%x_46:i32 = let %14
%16:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%17:i32 = load_vector_element %16, 0u
%x_48:i32 = let %17
%19:i32 = load %i
%x_49:i32 = let %19
%21:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%22:i32 = max %x_46, %x_48
%23:i32 = min %22, %x_49
%24:i32 = load_vector_element %21, %23
%x_52:i32 = let %24
%26:bool = eq %x_52, 1i
if %26 [t: $B7, f: $B8] { # if_2
$B7: { # true
%27:i32 = load %i
%x_57:i32 = let %27
store_vector_element %a, %x_57, 5i
exit_if # if_2
}
$B8: { # false
%29:i32 = load %i
%x_59:i32 = let %29
%31:i32 = load %i
%x_60:i32 = let %31
store_vector_element %a, %x_59, %x_60
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
%33:i32 = load %i
%x_62:i32 = let %33
%35:i32 = add %x_62, 1i
store %i, %35
next_iteration # -> $B3
}
}
%36:i32 = load_vector_element %a, 0u
%x_65:i32 = let %36
%38:i32 = load_vector_element %a, 1u
%x_67:i32 = let %38
%40:i32 = load_vector_element %a, 2u
%x_70:i32 = let %40
%42:i32 = load_vector_element %a, 3u
%x_73:i32 = let %42
%44:i32 = add %x_65, %x_67
%45:i32 = add %44, %x_70
%46:i32 = add %45, %x_73
store %sum, %46
%47:i32 = load %sum
%x_75:i32 = let %47
%49:bool = eq %x_75, 10i
if %49 [t: $B9, f: $B10] { # if_3
$B9: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
$B10: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************