blob: 258051ce35507da47ca847dc617dda7b2d93c544 [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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7: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
%sum:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 65536i
%7:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%8:i32 = load %7
%x_29:i32 = let %8
store %sum, %x_29
%10:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%11:i32 = load %10
%x_31:i32 = let %11
%13:bool = eq 1i, %x_31
if %13 [t: $B3] { # if_1
$B3: { # true
%14:i32 = load %a
%x_35:i32 = let %14
%16:i32 = sub %x_35, 1i
store %a, %16
exit_if # if_1
}
}
store %i, 0i
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%17:i32 = load %i
%x_41:i32 = let %17
%19:i32 = load %a
%x_42:i32 = let %19
%21:bool = lt %x_41, %x_42
if %21 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%22:i32 = load %i
%x_45:i32 = let %22
%24:i32 = load %sum
%x_46:i32 = let %24
%26:i32 = add %x_46, %x_45
store %sum, %26
continue # -> $B5
}
$B5: { # continuing
%27:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%28:i32 = load %27
%x_49:i32 = let %28
%30:i32 = load %i
%x_50:i32 = let %30
%32:i32 = add %x_50, %x_49
store %i, %32
next_iteration # -> $B4
}
}
%33:i32 = load %sum
%x_52:i32 = let %33
%35:ptr<uniform, i32, read> = access %x_7, 0u, 3i, 0u
%36:i32 = load %35
%x_54:i32 = let %36
%38:bool = eq %x_52, %x_54
if %38 [t: $B8, f: $B9] { # if_3
$B8: { # true
%39:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%40:i32 = load %39
%x_60:i32 = let %40
%42:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%43:i32 = load %42
%x_63:i32 = let %43
%45:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%46:i32 = load %45
%x_66:i32 = let %46
%48:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%49:i32 = load %48
%x_69:i32 = let %49
%51:f32 = convert %x_60
%52:f32 = let %51
%53:f32 = convert %x_63
%54:f32 = let %53
%55:f32 = convert %x_66
%56:f32 = let %55
%57:f32 = convert %x_69
%58:vec4<f32> = construct %52, %54, %56, %57
store %x_GLF_color, %58
exit_if # if_3
}
$B9: { # false
%59:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%60:i32 = load %59
%x_73:i32 = let %60
%62:f32 = convert %x_73
%x_74:f32 = let %62
%64:vec4<f32> = construct %x_74, %x_74, %x_74, %x_74
store %x_GLF_color, %64
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%66:void = call %main_1
%67:vec4<f32> = load %x_GLF_color
%68:main_out = construct %67
ret %68
}
}
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. *
********************************************************************