blob: 29dafa766ca5908f5068e0c0c6d859e1f39a1ee7 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @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
}
%makeFrame_ = func():f32 -> %b2 {
%b2 = block {
%x_60:ptr<function, f32, read_write> = var
%x_63:ptr<function, f32, read_write> = var
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_41:ptr<function, bool, read_write> = var
%x_8:ptr<function, i32, read_write> = var
%x_44:ptr<function, f32, read_write> = var
%x_45:ptr<function, f32, read_write> = var
%x_42:ptr<function, bool, read_write> = var
%x_61:ptr<function, bool, read_write> = var
store %x_41, false
store %x_8, 0i
store %x_44, 0.0f
loop [b: %b5, c: %b6] { # loop_2
%b5 = block { # body
%x_50:ptr<function, f32, read_write> = var
%x_9:ptr<function, i32, read_write> = var
%x_52:ptr<function, bool, read_write> = var
%x_7:ptr<function, i32, read_write> = var
%16:f32 = load %x_44
store %x_60, %16
%17:bool = load %x_41
store %x_61, %17
%18:i32 = load %x_8
%19:bool = lt %18, 1i
if %19 [t: %b7, f: %b8] { # if_1
%b7 = block { # true
exit_if # if_1
}
%b8 = block { # false
exit_loop # loop_2
}
}
%20:f32 = load %x_44
store %x_50, %20
%21:i32 = load %x_8
store %x_9, %21
%22:bool = load %x_41
store %x_52, %22
loop [b: %b9, c: %b10] { # loop_3
%b9 = block { # body
%23:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_54:f32 = load_vector_element %23, 1u
%25:f32 = load %x_50
store %x_45, %25
%26:bool = load %x_52
store %x_42, %26
%27:i32 = convert %x_54
%28:bool = lt 1i, %27
if %28 [t: %b11, f: %b12] { # if_2
%b11 = block { # true
exit_if # if_2
}
%b12 = block { # false
exit_loop # loop_3
}
}
store %x_45, 1.0f
store %x_42, true
exit_loop # loop_3
}
%b10 = block { # continuing
store %x_50, 0.0f
store %x_9, 0i
store %x_52, false
next_iteration %b9
}
}
%29:f32 = load %x_45
store %x_60, %29
%30:bool = load %x_42
store %x_61, %30
%31:bool = load %x_42
if %31 [t: %b13] { # if_3
%b13 = block { # true
exit_loop # loop_2
}
}
continue %b6
}
%b6 = block { # continuing
%32:i32 = load %x_9
%33:i32 = add %32, 1i
store %x_7, %33
%34:bool = load %x_42
store %x_41, %34
%35:i32 = load %x_7
store %x_8, %35
%36:f32 = load %x_45
store %x_44, %36
next_iteration %b5
}
}
%37:f32 = load %x_60
store %x_63, %37
%38:bool = load %x_61
if %38 [t: %b14] { # if_4
%b14 = block { # true
exit_loop # loop_1
}
}
store %x_63, 1.0f
exit_loop # loop_1
}
%b4 = block { # continuing
next_iteration %b3
}
}
%39:f32 = load %x_63
ret %39
}
}
%main_1 = func():void -> %b15 {
%b15 = block {
%x_34:f32 = call %makeFrame_
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out -> %b16 {
%b16 = block {
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************