blob: 3a4824c64b8b58c6abcd08f0e4d343aa90c07218 [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_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
store %a, 1i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_29:i32 = load %a
%6:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_31:i32 = load %6
%8:bool = gte %x_29, %x_31
if %8 [t: %b5] { # if_1
%b5 = block { # true
exit_loop # loop_1
}
}
if true [t: %b6] { # if_2
%b6 = block { # true
discard
exit_if # if_2
}
}
%x_37:i32 = load %a
%10:i32 = add %x_37, 1i
store %a, %10
continue %b4
}
%b4 = block { # continuing
%x_39:i32 = load %a
%12:bool = neq %x_39, 1i
%13:bool = eq %12, false
break_if %13 %b3
}
}
%x_41:i32 = load %a
%15:bool = eq %x_41, 1i
if %15 [t: %b7, f: %b8] { # if_3
%b7 = block { # true
%16:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_47:i32 = load %16
%18:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_50:i32 = load %18
%20:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_53:i32 = load %20
%22:f32 = convert %x_47
%23:f32 = convert %x_50
%24:f32 = convert %x_53
%25:vec4<f32> = construct 1.0f, %22, %23, %24
store %x_GLF_color, %25
exit_if # if_3
}
%b8 = block { # false
%26:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_57:i32 = load %26
%x_58:f32 = convert %x_57
%29:vec4<f32> = construct %x_58, %x_58, %x_58, %x_58
store %x_GLF_color, %29
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%31:void = call %main_1
%32:vec4<f32> = load %x_GLF_color
%33:main_out = construct %32
ret %33
}
}
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. *
********************************************************************