| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) { |
| injectionSwitch:vec2<f32> @offset(0) |
| } |
| |
| BinarySearchObject = struct @align(4) { |
| prime_numbers:array<i32, 10> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %binarySearch_struct_BinarySearchObject_i1_10_1_ = func(%obj:ptr<function, BinarySearchObject, read_write>):i32 { |
| $B2: { |
| %m:ptr<function, i32, read_write> = var |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %6:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %7:f32 = load_vector_element %6, 0u |
| %8:bool = gt %7, 1.0f |
| if %8 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %9:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %10:f32 = load_vector_element %9, 0u |
| %11:i32 = call %tint_f32_to_i32, %10 |
| store %m, %11 |
| %13:i32 = load %m |
| %14:ptr<function, i32, read_write> = access %obj, 0u, %13 |
| %15:i32 = load %14 |
| %16:bool = eq %15, 1i |
| if %16 [t: $B7] { # if_2 |
| $B7: { # true |
| ret 1i |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| next_iteration # -> $B3 |
| } |
| } |
| ret 1i |
| } |
| } |
| %main_1 = func():void { |
| $B8: { |
| %i:ptr<function, i32, read_write> = var |
| %obj_1:ptr<function, BinarySearchObject, read_write> = var |
| %param:ptr<function, BinarySearchObject, read_write> = var |
| store %i, 0i |
| loop [b: $B9, c: $B10] { # loop_2 |
| $B9: { # body |
| %21:i32 = load %i |
| %22:bool = lt %21, 10i |
| if %22 [t: $B11, f: $B12] { # if_3 |
| $B11: { # true |
| exit_if # if_3 |
| } |
| $B12: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %23:i32 = load %i |
| %24:bool = neq %23, 3i |
| if %24 [t: $B13] { # if_4 |
| $B13: { # true |
| %25:i32 = load %i |
| %26:i32 = let %25 |
| %27:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %28:f32 = load_vector_element %27, 0u |
| %29:i32 = call %tint_f32_to_i32, %28 |
| %30:i32 = sub %26, %29 |
| %31:bool = eq %30, 4i |
| if %31 [t: $B14, f: $B15] { # if_5 |
| $B14: { # true |
| %32:i32 = load %i |
| %x_21:i32 = let %32 |
| %34:ptr<function, i32, read_write> = access %obj_1, 0u, %x_21 |
| store %34, 11i |
| exit_if # if_5 |
| } |
| $B15: { # false |
| %35:i32 = load %i |
| %36:bool = eq %35, 6i |
| if %36 [t: $B16] { # if_6 |
| $B16: { # true |
| %37:i32 = load %i |
| %x_23:i32 = let %37 |
| %39:ptr<function, i32, read_write> = access %obj_1, 0u, %x_23 |
| store %39, 17i |
| exit_if # if_6 |
| } |
| } |
| continue # -> $B10 |
| } |
| } |
| exit_if # if_4 |
| } |
| } |
| loop [b: $B17, c: $B18] { # loop_3 |
| $B17: { # body |
| continue # -> $B18 |
| } |
| $B18: { # continuing |
| %40:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %41:f32 = load_vector_element %40, 1u |
| %x_82:f32 = let %41 |
| %43:bool = gt 0.0f, %x_82 |
| %44:bool = eq %43, false |
| break_if %44 # -> [t: exit_loop loop_3, f: $B17] |
| } |
| } |
| continue # -> $B10 |
| } |
| $B10: { # continuing |
| %45:i32 = load %i |
| %46:i32 = add %45, 1i |
| store %i, %46 |
| next_iteration # -> $B9 |
| } |
| } |
| %47:BinarySearchObject = load %obj_1 |
| store %param, %47 |
| %48:i32 = call %binarySearch_struct_BinarySearchObject_i1_10_1_, %param |
| %x_26:i32 = let %48 |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B19: { |
| %51:void = call %main_1 |
| %52:vec4<f32> = load %x_GLF_color |
| %53:main_out = construct %52 |
| ret %53 |
| } |
| } |
| %tint_f32_to_i32 = func(%value:f32):i32 { |
| $B20: { |
| %55:i32 = convert %value |
| %56:bool = gte %value, -2147483648.0f |
| %57:i32 = select -2147483648i, %55, %56 |
| %58:bool = lte %value, 2147483520.0f |
| %59:i32 = select 2147483647i, %57, %58 |
| ret %59 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |