blob: 1ecfa8f3ea7bc9d8a292a4639566477770b6c0be [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one:f32 @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: {
%f:ptr<function, f32, read_write> = var
%a:ptr<function, i32, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%v:ptr<function, vec3<f32>, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u
%11:f32 = load %10
store %f, %11
store %a, 1i
store %b, 0i
store %c, 1i
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%13:bool = lt %12, 3i
if %13 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%x_50:i32 = let %14
%16:f32 = load %f
%17:f32 = let %16
%18:i32 = load %i
%19:f32 = convert %18
%20:f32 = add %17, %19
store_vector_element %v, %x_50, %20
continue # -> $B4
}
$B4: { # continuing
%21:i32 = load %i
%22:i32 = add %21, 1i
store %i, %22
next_iteration # -> $B3
}
}
%23:ptr<uniform, f32, read> = access %x_6, 0u
%24:f32 = load %23
%25:bool = eq %24, 1.0f
if %25 [t: $B7] { # if_2
$B7: { # true
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
store %x_GLF_color, vec4<f32>(0.0f)
continue # -> $B9
}
$B9: { # continuing
%26:i32 = load %c
%x_67:i32 = let %26
%28:i32 = load %a
%x_68:i32 = let %28
%30:i32 = load %b
%x_69:i32 = let %30
%32:i32 = or %x_68, %x_69
%33:i32 = and %x_67, %32
%34:bool = eq %33, 0i
%35:bool = eq %34, false
break_if %35 # -> [t: exit_loop loop_2, f: $B8]
}
}
%36:ptr<uniform, f32, read> = access %x_6, 0u
%37:f32 = load %36
%38:bool = eq %37, 1.0f
if %38 [t: $B10] { # if_3
$B10: { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_3
}
}
exit_if # if_2
}
}
%39:f32 = load_vector_element %v, 0u
%40:bool = eq %39, 1.0f
%41:f32 = select 0.0f, 1.0f, %40
%42:f32 = let %41
%43:f32 = load_vector_element %v, 1u
%44:bool = eq %43, 2.0f
%45:f32 = select 1.0f, 0.0f, %44
%46:f32 = let %45
%47:f32 = load_vector_element %v, 2u
%48:bool = eq %47, 3.0f
%49:f32 = select 1.0f, 0.0f, %48
%50:vec3<f32> = construct %42, %46, %49
%51:vec3<f32> = swizzle %50, xyz
%52:f32 = load_vector_element %x_GLF_color, 3u
%53:vec4<f32> = construct %51, %52
store %x_GLF_color, %53
store_vector_element %x_GLF_color, 3u, 1.0f
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%55:void = call %main_1
%56:vec4<f32> = load %x_GLF_color
%57:main_out = construct %56
ret %57
}
}
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. *
********************************************************************