blob: be8a9a938872a5a0ff3373afa78d378bded6ce27 [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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%performPartition_ = func():i32 -> %b2 {
%b2 = block {
%GLF_live0i:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_10:ptr<function, i32, read_write> = var
%x_11:ptr<function, i32, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %x_10, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_42:ptr<function, bool, read_write> = var
%9:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%10:f32 = load_vector_element %9, 1u
%11:bool = lt %10, 0.0f
store %x_42, %11
%12:bool = load %x_42
if %12 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
%13:i32 = load %x_10
store %x_11, %13
continue %b4
}
%b6 = block { # false
store %GLF_live0i, 0i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%x_47:bool = let true
%15:bool = load %x_42
if %15 [t: %b9] { # if_2
%b9 = block { # true
exit_loop # loop_2
}
}
ret 1i
}
%b8 = block { # continuing
next_iteration %b7
}
}
%16:bool = load %x_42
if %16 [t: %b10] { # if_3
%b10 = block { # true
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
ret 1i
}
%b12 = block { # continuing
next_iteration %b11
}
}
exit_if # if_3
}
}
%17:i32 = load %x_10
store %x_11, %17
continue %b4
}
}
continue %b4
}
%b4 = block { # continuing
%18:i32 = load %x_11
store %x_10, %18
break_if true %b3
}
}
%19:i32 = load %x_11
ret %19
}
}
%main_1 = func():void -> %b13 {
%b13 = block {
%x_9:i32 = call %performPartition_
ret
}
}
%tint_symbol = @fragment func():main_out -> %b14 {
%b14 = block {
%23:void = call %main_1
%24:vec4<f32> = load %x_GLF_color
%25:main_out = construct %24
ret %25
}
}
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. *
********************************************************************