blob: 1f86fe3f0204bab763a98d27c2d16a412eaa3f12 [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_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: {
%i:ptr<function, i32, read_write> = var
%v:ptr<function, vec4<f32>, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%7:i32 = load %6
%x_30:i32 = let %7
store %i, %x_30
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%9:i32 = load %i
%x_35:i32 = let %9
%11:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%12:i32 = load %11
%x_37:i32 = let %12
%14:bool = lt %x_35, %x_37
if %14 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
store %v, vec4<f32>(0.39215686917304992676f, 0.0f, 0.0f, 0.0f)
%15:f32 = load_vector_element %v, 0u
%x_42:f32 = let %15
%17:i32 = load %i
%x_44:i32 = let %17
%19:i32 = call %tint_f32_to_i32, %x_42
%21:bool = gt %19, %x_44
if %21 [t: $B7] { # if_2
$B7: { # true
%22:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%23:i32 = load %22
%x_49:i32 = let %23
%25:f32 = convert %x_49
%x_50:f32 = let %25
%27:vec4<f32> = construct %x_50, %x_50, %x_50, %x_50
store %x_GLF_color, %27
ret
}
}
continue # -> $B4
}
$B4: { # continuing
%28:i32 = load %i
%x_52:i32 = let %28
%30:i32 = add %x_52, 1i
store %i, %30
next_iteration # -> $B3
}
}
%31:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%32:i32 = load %31
%x_55:i32 = let %32
%34:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%35:i32 = load %34
%x_58:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%38:i32 = load %37
%x_61:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%41:i32 = load %40
%x_64:i32 = let %41
%43:f32 = convert %x_55
%44:f32 = let %43
%45:f32 = convert %x_58
%46:f32 = let %45
%47:f32 = convert %x_61
%48:f32 = let %47
%49:f32 = convert %x_64
%50:vec4<f32> = construct %44, %46, %48, %49
store %x_GLF_color, %50
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B9: {
%56:i32 = convert %value
%57:bool = gte %value, -2147483648.0f
%58:i32 = select -2147483648i, %56, %57
%59:bool = lte %value, 2147483520.0f
%60:i32 = select 2147483647i, %58, %59
ret %60
}
}
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. *
********************************************************************