blob: b100cf2c78c36087ab72711e64ba256722161ce7 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%7:i32 = load %6
%x_26:i32 = let %7
store %a, %x_26
%9:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%10:i32 = load %9
%x_28:i32 = let %10
store %i, %x_28
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%x_33:i32 = let %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%15:i32 = load %14
%x_35:i32 = let %15
%17:bool = lt %x_33, %x_35
if %17 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%18:i32 = load %i
%x_38:i32 = let %18
switch %x_38 [c: (0i -1i, $B7), c: (default, $B8)] { # switch_1
$B7: { # case
%20:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%21:i32 = load %20
%x_42:i32 = let %21
store %a, %x_42
exit_switch # switch_1
}
$B8: { # case
exit_switch # switch_1
}
}
continue # -> $B4
}
$B4: { # continuing
%23:i32 = load %i
%x_43:i32 = let %23
%25:i32 = add %x_43, 1i
store %i, %25
next_iteration # -> $B3
}
}
%26:i32 = load %a
%x_45:i32 = let %26
%28:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%29:i32 = load %28
%x_47:i32 = let %29
%31:bool = eq %x_45, %x_47
if %31 [t: $B9, f: $B10] { # if_2
$B9: { # true
%32:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%33:i32 = load %32
%x_53:i32 = let %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%36:i32 = load %35
%x_56:i32 = let %36
%38:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%39:i32 = load %38
%x_59:i32 = let %39
%41:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%42:i32 = load %41
%x_62:i32 = let %42
%44:f32 = convert %x_53
%45:f32 = let %44
%46:f32 = convert %x_56
%47:f32 = let %46
%48:f32 = convert %x_59
%49:f32 = let %48
%50:f32 = convert %x_62
%51:vec4<f32> = construct %45, %47, %49, %50
store %x_GLF_color, %51
exit_if # if_2
}
$B10: { # false
%52:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%53:i32 = load %52
%x_66:i32 = let %53
%55:f32 = convert %x_66
%x_67:f32 = let %55
%57:vec4<f32> = construct %x_67, %x_67, %x_67, %x_67
store %x_GLF_color, %57
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
ret %61
}
}
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. *
********************************************************************