blob: 57c1be4f711ecb2e6e3a444c20ab005c762f063d [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, 6> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%x_33:ptr<function, vec4<f32>, read_write> = var
%x_36:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%x_74:ptr<function, bool, read_write> = var
%x_75:ptr<function, bool, read_write> = var
%9:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%10:i32 = load %9
%x_29:i32 = let %10
%12:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%13:i32 = load %12
%x_31:i32 = let %13
store %x_33, vec4<f32>(0.0f)
store %x_36, %x_29
store %x_38, %x_31
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_53:ptr<function, vec4<f32>, read_write> = var
%x_34:ptr<function, vec4<f32>, read_write> = var
%x_62:ptr<function, i32, read_write> = var
%x_39:ptr<function, i32, read_write> = var
%19:ptr<uniform, i32, read> = access %x_5, 0u, 4i, 0u
%20:i32 = load %19
%x_41:i32 = let %20
%22:i32 = load %x_38
%23:bool = lt %22, %x_41
if %23 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%x_56:ptr<function, i32, read_write> = var
switch 0u [c: (default, $B7)] { # switch_1
$B7: { # case
%25:i32 = load %x_38
%26:ptr<uniform, i32, read> = access %x_5, 0u, 3i, 0u
%27:i32 = load %26
%28:bool = gt %25, %27
if %28 [t: $B8] { # if_2
$B8: { # true
%29:vec4<f32> = load %x_33
store %x_34, %29
store %x_62, 2i
exit_switch # switch_1
}
}
%30:vec4<f32> = load %x_33
store %x_53, %30
store %x_56, %x_29
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%x_54:ptr<function, vec4<f32>, read_write> = var
%x_57:ptr<function, i32, read_write> = var
%33:i32 = load %x_56
%34:bool = lt %33, %x_41
if %34 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
continue # -> $B10
}
$B10: { # continuing
%35:i32 = load %x_38
%36:i32 = load %x_56
%37:i32 = add %35, %36
%38:f32 = convert %37
%39:vec4<f32> = construct %38
store %x_54, %39
%40:i32 = load %x_56
%41:i32 = add %40, 1i
store %x_57, %41
%42:vec4<f32> = load %x_54
store %x_53, %42
%43:i32 = load %x_57
store %x_56, %43
next_iteration # -> $B9
}
}
%44:vec4<f32> = load %x_53
store %x_GLF_color, %44
%45:vec4<f32> = load %x_53
store %x_34, %45
store %x_62, %x_31
exit_switch # switch_1
}
}
continue # -> $B4
}
$B4: { # continuing
%46:i32 = load %x_38
%47:i32 = add %46, 1i
store %x_39, %47
%48:vec4<f32> = load %x_34
store %x_33, %48
%49:i32 = load %x_36
%50:i32 = load %x_62
%51:i32 = add %49, %50
store %x_36, %51
%52:i32 = load %x_39
store %x_38, %52
next_iteration # -> $B3
}
}
%53:vec4<f32> = load %x_GLF_color
%54:vec4<f32> = let %53
%55:ptr<uniform, i32, read> = access %x_5, 0u, 2i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %57
%59:vec4<bool> = eq %54, %58
%60:bool = all %59
%x_69:bool = let %60
store %x_75, %x_69
if %x_69 [t: $B13] { # if_4
$B13: { # true
%62:i32 = load %x_36
%63:ptr<uniform, i32, read> = access %x_5, 0u, 5i, 0u
%64:i32 = load %63
%65:bool = eq %62, %64
store %x_74, %65
%66:bool = load %x_74
store %x_75, %66
exit_if # if_4
}
}
%67:bool = load %x_75
if %67 [t: $B14, f: $B15] { # if_5
$B14: { # true
%68:f32 = convert %x_31
%x_79:f32 = let %68
%70:f32 = convert %x_29
%x_80:f32 = let %70
%72:vec4<f32> = construct %x_79, %x_80, %x_80, %x_79
store %x_GLF_color, %72
exit_if # if_5
}
$B15: { # false
%73:f32 = convert %x_29
%74:vec4<f32> = construct %73
store %x_GLF_color, %74
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B16: {
%76:void = call %main_1
%77:vec4<f32> = load %x_GLF_color
%78:main_out = construct %77
ret %78
}
}
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. *
********************************************************************