blob: 47adeba226f7507416e2654079a2806b311d1094 [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, 5> @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
}
%func_i1_ = func(%x:ptr<function, i32, read_write>):i32 {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<i32, 4>, read_write> = var
%8:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%9:i32 = load %8
store %a, %9
%10:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%11:i32 = load %10
store %i, %11
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%14:i32 = load %13
%15:bool = lt %12, %14
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%16:i32 = load %a
%x_93:i32 = let %16
%18:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%19:i32 = load %18
%20:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%21:i32 = load %20
%22:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%23:i32 = load %22
%24:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%25:i32 = load %24
%26:array<i32, 4> = construct %19, %21, %23, %25
store %indexable, %26
%27:ptr<function, i32, read_write> = access %indexable, %x_93
%28:i32 = load %27
%29:i32 = load %x
%30:bool = gt %28, %29
if %30 [t: $B7, f: $B8] { # if_2
$B7: { # true
if true [t: $B9, f: $B10] { # if_3
$B9: { # true
%31:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%32:i32 = load %31
%x_105:i32 = let %32
ret %x_105
}
$B10: { # false
%34:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%35:i32 = load %34
store %a, %35
exit_if # if_3
}
}
exit_if # if_2
}
$B8: { # false
if true [t: $B11] { # if_4
$B11: { # true
%36:ptr<uniform, i32, read> = access %x_8, 0u, 4i, 0u
%37:i32 = load %36
%x_111:i32 = let %37
ret %x_111
}
}
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
%39:i32 = load %i
%40:i32 = add %39, 1i
store %i, %40
next_iteration # -> $B3
}
}
%41:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%42:i32 = load %41
%x_115:i32 = let %42
ret %x_115
}
}
%main_1 = func():void {
$B12: {
%a_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%param_1:ptr<function, i32, read_write> = var
%48:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%49:i32 = load %48
store %param, %49
%50:i32 = call %func_i1_, %param
%x_40:i32 = let %50
store %a_1, %x_40
%52:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%53:i32 = load %52
store %param_1, %53
%54:i32 = call %func_i1_, %param_1
%x_43:i32 = let %54
%56:i32 = load %a_1
%57:i32 = add %56, %x_43
store %a_1, %57
%58:i32 = load %a_1
%59:ptr<uniform, i32, read> = access %x_8, 0u, 2i, 0u
%60:i32 = load %59
%61:bool = eq %58, %60
if %61 [t: $B13, f: $B14] { # if_5
$B13: { # true
%62:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%63:i32 = load %62
%64:f32 = convert %63
%65:f32 = let %64
%66:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%67:i32 = load %66
%68:f32 = convert %67
%69:f32 = let %68
%70:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%71:i32 = load %70
%72:f32 = convert %71
%73:f32 = let %72
%74:ptr<uniform, i32, read> = access %x_8, 0u, 3i, 0u
%75:i32 = load %74
%76:f32 = convert %75
%77:vec4<f32> = construct %65, %69, %73, %76
store %x_GLF_color, %77
exit_if # if_5
}
$B14: { # false
%78:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%79:i32 = load %78
%80:f32 = convert %79
%81:vec4<f32> = construct %80
store %x_GLF_color, %81
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B15: {
%83:void = call %main_1
%84:vec4<f32> = load %x_GLF_color
%85:main_out = construct %84
ret %85
}
}
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. *
********************************************************************