blob: 2e314abda0f695ff83bcf06d98f678cef67fce2e [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one:i32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_8: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, array<i32, 3>, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%7:ptr<function, i32, read_write> = access %a, 0i
store %7, 1i
%8:ptr<function, i32, read_write> = access %a, 1i
store %8, 2i
%9:ptr<function, i32, read_write> = access %a, 2i
store %9, 3i
store %b, 0i
%10:ptr<uniform, i32, read> = access %x_8, 0u
%11:i32 = load %10
%x_38:i32 = let %11
%13:ptr<function, i32, read_write> = access %a, %x_38
%14:i32 = load %13
%x_40:i32 = let %14
store %c, %x_40
%16:i32 = load %c
%x_41:i32 = let %16
%18:bool = gt %x_41, 1i
if %18 [t: $B3] { # if_1
$B3: { # true
store %x_GLF_color, vec4<f32>(0.0f, 1.0f, 1.0f, 0.0f)
%19:i32 = load %b
%x_45:i32 = let %19
%21:i32 = add %x_45, 1i
store %b, %21
exit_if # if_1
}
}
%22:i32 = load %b
%x_47:i32 = let %22
%24:i32 = add %x_47, 1i
%x_48:i32 = let %24
store %b, %x_48
%26:i32 = max %x_48, 0i
%27:i32 = min %26, 2i
%x_50_save:i32 = let %27
%29:ptr<function, i32, read_write> = access %a, %x_50_save
%30:i32 = load %29
%x_51:i32 = let %30
%32:ptr<function, i32, read_write> = access %a, %x_50_save
%33:i32 = add %x_51, 1i
store %32, %33
%34:ptr<function, i32, read_write> = access %a, 2i
%35:i32 = load %34
%x_54:i32 = let %35
%37:bool = eq %x_54, 4i
if %37 [t: $B4, f: $B5] { # if_2
$B4: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_2
}
$B5: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%39:void = call %main_1
%40:vec4<f32> = load %x_GLF_color
%41:main_out = construct %40
ret %41
}
}
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. *
********************************************************************