blob: e6e37cc51bcb9b04a38f2b3e2ab0203209301415 [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_6: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 {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%7:i32 = load %6
store %a, %7
%8:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%9:i32 = load %8
%10:i32 = negation %9
store %i, %10
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%x_36:i32 = add %11, 1i
store %i, %x_36
%13:i32 = reverseBits %x_36
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%16:bool = lte %13, %15
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%17:i32 = load %a
%18:i32 = add %17, 1i
store %a, %18
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%19:i32 = load %a
%20:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%21:i32 = load %20
%22:bool = eq %19, %21
if %22 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%23:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:vec4<f32> = construct %25, %28, %31, %34
store %x_GLF_color, %35
exit_if # if_2
}
%b8 = block { # false
%36:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:vec4<f32> = construct %38
store %x_GLF_color, %39
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%41:void = call %main_1
%42:vec4<f32> = load %x_GLF_color
%43:main_out = construct %42
ret %43
}
}
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. *
********************************************************************