blob: 1da115fdf003c97c5f107ff34699b42c0ac3f363 [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, 5> @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
%b:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%i_2:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<i32, 2>, read_write> = var
%10:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%11:i32 = load %10
store %a, %11
%12:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%13:i32 = load %12
store %b, %13
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%16:f32 = convert %15
%17:vec4<f32> = construct %16
store %x_GLF_color, %17
%18:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%19:i32 = load %18
store %i, %19
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%20:i32 = load %i
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%22:i32 = load %21
%23:bool = lt %20, %22
if %23 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%24:i32 = load %i
%25:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%26:i32 = load %25
%27:bool = gt %24, %26
if %27 [t: %b7] { # if_2
%b7 = block { # true
%28:i32 = load %a
%29:i32 = add %28, 1i
store %a, %29
if false [t: %b8] { # if_3
%b8 = block { # true
%30:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%31:i32 = load %30
store %i_1, %31
loop [b: %b9, c: %b10] { # loop_2
%b9 = block { # body
%32:i32 = load %i_1
%33:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%34:i32 = load %33
%35:bool = lt %32, %34
if %35 [t: %b11, f: %b12] { # if_4
%b11 = block { # true
exit_if # if_4
}
%b12 = block { # false
exit_loop # loop_2
}
}
ret
}
%b10 = block { # continuing
next_iteration %b9
}
}
exit_if # if_3
}
}
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%36:i32 = load %i
%37:i32 = add %36, 1i
store %i, %37
next_iteration %b3
}
}
%38:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%39:i32 = load %38
store %i_2, %39
loop [b: %b13, c: %b14] { # loop_3
%b13 = block { # body
%40:i32 = load %i_2
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%42:i32 = load %41
%43:bool = lt %40, %42
if %43 [t: %b15, f: %b16] { # if_5
%b15 = block { # true
exit_if # if_5
}
%b16 = block { # false
exit_loop # loop_3
}
}
%x_93:i32 = load %b
%45:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%46:i32 = load %45
%47:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u
%48:i32 = load %47
%49:array<i32, 2> = construct %46, %48
store %indexable, %49
%50:i32 = load %a
%51:ptr<function, i32, read_write> = access %indexable, %x_93
%52:i32 = load %51
%53:i32 = add %50, %52
store %a, %53
continue %b14
}
%b14 = block { # continuing
%54:i32 = load %i_2
%55:i32 = add %54, 1i
store %i_2, %55
next_iteration %b13
}
}
%56:i32 = load %a
%57:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%58:i32 = load %57
%59:bool = eq %56, %58
if %59 [t: %b17] { # if_6
%b17 = block { # true
%60:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%61:i32 = load %60
%62:f32 = convert %61
%63:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%64:i32 = load %63
%65:f32 = convert %64
%66:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%67:i32 = load %66
%68:f32 = convert %67
%69:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%70:i32 = load %69
%71:f32 = convert %70
%72:vec4<f32> = construct %62, %65, %68, %71
store %x_GLF_color, %72
exit_if # if_6
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b18 {
%b18 = block {
%74:void = call %main_1
%75:vec4<f32> = load %x_GLF_color
%76:main_out = construct %75
ret %76
}
}
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. *
********************************************************************