blob: 9b7a2f38379cd65afc3e018f18c111f162da8779 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%GLF_live6tree:ptr<private, array<i32, 10>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%GLF_live6search_ = func():i32 {
$B2: {
%GLF_live6index:ptr<function, i32, read_write> = var
%GLF_live6currentNode:ptr<function, i32, read_write> = var
store %GLF_live6index, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
if true [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%7:i32 = load %GLF_live6index
%8:ptr<private, i32, read_write> = access %GLF_live6tree, %7
%9:i32 = load %8
store %GLF_live6currentNode, %9
%10:i32 = load %GLF_live6currentNode
%11:bool = neq %10, 1i
if %11 [t: $B7] { # if_2
$B7: { # true
ret 1i
}
}
store %GLF_live6index, 1i
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
ret 1i
}
}
%main_1 = func():void {
$B8: {
%13:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%14:f32 = load_vector_element %13, 0u
%15:bool = gt %14, 1.0f
if %15 [t: $B9] { # if_3
$B9: { # true
%16:i32 = call %GLF_live6search_
%x_13:i32 = let %16
exit_if # if_3
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%19:void = call %main_1
%20:vec4<f32> = load %x_GLF_color
%21:main_out = construct %20
ret %21
}
}
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. *
********************************************************************