blob: d1a119ebbe526d5005430b2fd5f769951c14a808 [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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
store %x_GLF_global_loop_count, 0i
%5:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%6:i32 = load %5
%7:f32 = convert %6
%8:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%9:i32 = load %8
%10:f32 = convert %9
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%12:i32 = load %11
%13:f32 = convert %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%15:i32 = load %14
%16:f32 = convert %15
%17:vec4<f32> = construct %7, %10, %13, %16
store %x_GLF_color, %17
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_54:ptr<function, bool, read_write> = var
%x_55:ptr<function, bool, read_write> = var
%20:i32 = load %x_GLF_global_loop_count
%21:bool = lt %20, 100i
if %21 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%22:i32 = load %x_GLF_global_loop_count
%23:i32 = add %22, 1i
store %x_GLF_global_loop_count, %23
store %x_55, true
if false [t: %b7] { # if_2
%b7 = block { # true
%24:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%25:i32 = load %24
%26:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%27:i32 = load %26
%28:bool = eq %25, %27
store %x_54, %28
%29:bool = load %x_54
store %x_55, %29
exit_if # if_2
}
}
%30:bool = load %x_55
%31:bool = eq %30, false
if %31 [t: %b8] { # if_3
%b8 = block { # true
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
loop [b: %b9, c: %b10] { # loop_2
%b9 = block { # body
%32:i32 = load %x_GLF_global_loop_count
%33:bool = lt %32, 100i
if %33 [t: %b11, f: %b12] { # if_4
%b11 = block { # true
exit_if # if_4
}
%b12 = block { # false
exit_loop # loop_2
}
}
%34:i32 = load %x_GLF_global_loop_count
%35:i32 = add %34, 1i
store %x_GLF_global_loop_count, %35
%36:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:vec4<f32> = construct %38
store %x_GLF_color, %39
continue %b10
}
%b10 = block { # continuing
next_iteration %b9
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = 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. *
********************************************************************