blob: d1530bfa68fa49b08d3536d899016edcdf59c404 [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_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():i32 {
$B2: {
loop [b: $B3] { # loop_1
$B3: { # body
%5:i32 = load %x_GLF_global_loop_count
%x_72:i32 = let %5
%7:bool = lt %x_72, 100i
if %7 [t: $B4, f: $B5] { # if_1
$B4: { # true
exit_if # if_1
}
$B5: { # false
exit_loop # loop_1
}
}
%8:i32 = load %x_GLF_global_loop_count
%x_75:i32 = let %8
%10:i32 = add %x_75, 1i
store %x_GLF_global_loop_count, %10
%11:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%12:i32 = load %11
%x_78:i32 = let %12
ret %x_78
}
}
%14:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%15:i32 = load %14
%x_80:i32 = let %15
ret %x_80
}
}
%main_1 = func():void {
$B6: {
%a:ptr<function, i32, read_write> = var
store %x_GLF_global_loop_count, 0i
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%19:i32 = load %x_GLF_global_loop_count
%x_35:i32 = let %19
%21:i32 = add %x_35, 1i
store %x_GLF_global_loop_count, %21
if false [t: $B9] { # if_2
$B9: { # true
ret
}
}
continue # -> $B8
}
$B8: { # continuing
%22:i32 = load %x_GLF_global_loop_count
%x_39:i32 = let %22
%24:bool = lt %x_39, 100i
%25:bool = and true, %24
%26:bool = eq %25, false
break_if %26 # -> [t: exit_loop loop_2, f: $B7]
}
}
%27:i32 = call %func_
%x_42:i32 = let %27
store %a, %x_42
%29:i32 = load %a
%x_43:i32 = let %29
%31:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%32:i32 = load %31
%x_45:i32 = let %32
%34:bool = eq %x_43, %x_45
if %34 [t: $B10, f: $B11] { # if_3
$B10: { # true
%35:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%36:i32 = load %35
%x_51:i32 = let %36
%38:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%39:i32 = load %38
%x_54:i32 = let %39
%41:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%42:i32 = load %41
%x_57:i32 = let %42
%44:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%45:i32 = load %44
%x_60:i32 = let %45
%47:f32 = convert %x_51
%48:f32 = let %47
%49:f32 = convert %x_54
%50:f32 = let %49
%51:f32 = convert %x_57
%52:f32 = let %51
%53:f32 = convert %x_60
%54:vec4<f32> = construct %48, %50, %52, %53
store %x_GLF_color, %54
exit_if # if_3
}
$B11: { # false
%55:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%56:i32 = load %55
%x_64:i32 = let %56
%58:f32 = convert %x_64
%x_65:f32 = let %58
%60:vec4<f32> = construct %x_65, %x_65, %x_65, %x_65
store %x_GLF_color, %60
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B12: {
%62:void = call %main_1
%63:vec4<f32> = load %x_GLF_color
%64:main_out = construct %63
ret %64
}
}
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. *
********************************************************************