blob: 7966c89215b1a4fdacda72827d935897e48dd3d6 [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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():i32 -> %b2 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%5:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%6:i32 = load %5
store %i, %6
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%7:i32 = load %i
%8:i32 = add %7, 1i
store %i, %8
if true [t: %b5] { # if_1
%b5 = block { # true
if true [t: %b6] { # if_2
%b6 = block { # true
%9:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_65:i32 = load %9
ret %x_65
}
}
exit_if # if_1
}
}
continue %b4
}
%b4 = block { # continuing
%x_66:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_68:i32 = load %12
%14:bool = lt %x_66, %x_68
%15:bool = eq %14, false
break_if %15 %b3
}
}
%16:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_71:i32 = load %16
ret %x_71
}
}
%main_1 = func():void -> %b7 {
%b7 = block {
%x_27:i32 = call %func_
%20:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%21:i32 = load %20
%22:bool = eq %x_27, %21
if %22 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%23:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_7, 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_3
}
%b9 = block { # false
%36:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:vec4<f32> = construct %38
store %x_GLF_color, %39
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = 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. *
********************************************************************