blob: 354cb3983b529527444e55399a875897be2f2397 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%x_28:ptr<function, i32, read_write> = var
%x_29:ptr<function, i32, read_write> = var
%x_28_phi:ptr<function, i32, read_write> = var
%x_31_phi:ptr<function, i32, read_write> = var
%x_42_phi:ptr<function, i32, read_write> = var
%x_24:i32 = let -2147483648i
%10:ptr<uniform, i32, read> = access %x_5, 0u, 3i, 0u
%x_26:i32 = load %10
store %x_28_phi, %x_26
store %x_31_phi, 1i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_32:ptr<function, i32, read_write> = var
%13:i32 = load %x_28_phi
store %x_28, %13
%x_31:i32 = load %x_31_phi
%15:i32 = load %x_28
store %x_42_phi, %15
%16:i32 = sub %x_24, 1i
%17:bool = lte %x_31, %16
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%18:i32 = load %x_28
%19:i32 = bitcast %x_31
%20:i32 = add %18, %19
%21:i32 = bitcast %20
store %x_29, %21
%22:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%x_38:i32 = load %22
%24:bool = eq %x_38, 1i
if %24 [t: %b7] { # if_2
%b7 = block { # true
%25:i32 = load %x_29
store %x_42_phi, %25
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%26:i32 = add %x_31, 1i
store %x_32, %26
%27:i32 = load %x_29
store %x_28_phi, %27
%28:i32 = load %x_32
store %x_31_phi, %28
next_iteration %b3
}
}
%x_42:i32 = load %x_42_phi
%30:ptr<uniform, i32, read> = access %x_5, 0u, 2i, 0u
%x_44:i32 = load %30
%32:bool = eq %x_42, %x_44
if %32 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%33:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%x_50:i32 = load %33
%x_51:f32 = convert %x_50
%36:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%x_53:i32 = load %36
%x_54:f32 = convert %x_53
%39:vec4<f32> = construct %x_51, %x_54, %x_54, %x_51
store %x_GLF_color, %39
exit_if # if_3
}
%b9 = block { # false
%40:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%x_57:i32 = load %40
%x_58:f32 = convert %x_57
%43:vec4<f32> = construct %x_58, %x_58, %x_58, %x_58
store %x_GLF_color, %43
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************