blob: 8ea76f0333bac3d4c4960797fff6bc96f9e43d91 [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)
}
buf2 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_9:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 1i
%9:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%10:i32 = load %9
%11:f32 = convert %10
%12:f32 = let %11
%13:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%14:i32 = load %13
%15:f32 = convert %14
%16:f32 = let %15
%17:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%18:i32 = load %17
%19:f32 = convert %18
%20:f32 = let %19
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:vec4<f32> = construct %12, %16, %20, %23
store %x_GLF_color, %24
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%26:i32 = load %25
store %i, %26
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%27:i32 = load %i
%28:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%29:i32 = load %28
%30:bool = lt %27, %29
if %30 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%31:i32 = load %a
%x_61:i32 = let %31
%33:i32 = load %a
%34:i32 = add %33, 1i
store %a, %34
%35:bool = gt %x_61, 3i
if %35 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
%36:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%37:f32 = load_vector_element %36, 0u
%38:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%39:f32 = load %38
%40:bool = gt %37, %39
if %40 [t: $B8] { # if_3
$B8: { # true
store %continue_execution, false
exit_if # if_3
}
}
continue # -> $B4
}
$B4: { # continuing
%41:i32 = load %i
%42:i32 = add %41, 1i
store %i, %42
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%44:void = call %main_1
%45:vec4<f32> = load %x_GLF_color
%46:main_out = construct %45
%47:bool = load %continue_execution
%48:bool = eq %47, false
if %48 [t: $B10] { # if_4
$B10: { # true
terminate_invocation
}
}
ret %46
}
}
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. *
********************************************************************