blob: 6cdc34431fa0077ebf1eec5dbbbf8430cefbcf9d [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
zero:i32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%highSigned:ptr<function, i32, read_write> = var
%highUnsigned:ptr<function, u32, read_write> = var
%i:ptr<function, i32, read_write> = var
%data:ptr<function, array<i32, 2>, read_write> = var
%i_1:ptr<function, u32, read_write> = var
%x_78:ptr<function, bool, read_write> = var
%x_79_phi:ptr<function, bool, read_write> = var
store %highSigned, 1i
store %highUnsigned, 2u
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:i32 = load %i
%x_42:i32 = let %11
%13:i32 = load %highSigned
%x_43:i32 = let %13
%15:ptr<uniform, i32, read> = access %x_8, 0u
%16:i32 = load %15
%x_46:i32 = let %16
%18:i32 = min 10i, %x_43
%19:i32 = add %18, %x_46
%20:bool = lt %x_42, %19
if %20 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%21:i32 = load %i
%x_50:i32 = let %21
%23:ptr<function, i32, read_write> = access %data, %x_50
store %23, 5i
continue # -> $B4
}
$B4: { # continuing
%24:i32 = load %i
%x_52:i32 = let %24
%26:i32 = add %x_52, 1i
store %i, %26
next_iteration # -> $B3
}
}
store %i_1, 1u
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%27:u32 = load %i_1
%x_58:u32 = let %27
%29:u32 = load %highUnsigned
%x_59:u32 = let %29
%31:ptr<uniform, i32, read> = access %x_8, 0u
%32:i32 = load %31
%x_62:i32 = let %32
%34:u32 = min 10u, %x_59
%35:u32 = let %34
%36:u32 = bitcast %x_62
%37:u32 = add %35, %36
%38:bool = lt %x_58, %37
if %38 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%39:u32 = load %i_1
%x_67:u32 = let %39
%41:ptr<function, i32, read_write> = access %data, %x_67
store %41, 6i
continue # -> $B8
}
$B8: { # continuing
%42:u32 = load %i_1
%x_69:u32 = let %42
%44:u32 = add %x_69, 1u
store %i_1, %44
next_iteration # -> $B7
}
}
%45:ptr<function, i32, read_write> = access %data, 0i
%46:i32 = load %45
%x_72:i32 = let %46
%48:bool = eq %x_72, 5i
%x_73:bool = let %48
store %x_79_phi, %x_73
if %x_73 [t: $B11] { # if_3
$B11: { # true
%50:ptr<function, i32, read_write> = access %data, 1i
%51:i32 = load %50
%x_77:i32 = let %51
%53:bool = eq %x_77, 6i
store %x_78, %53
%54:bool = load %x_78
store %x_79_phi, %54
exit_if # if_3
}
}
%55:bool = load %x_79_phi
%x_79:bool = let %55
if %x_79 [t: $B12, f: $B13] { # if_4
$B12: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_4
}
$B13: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%58:void = call %main_1
%59:vec4<f32> = load %x_GLF_color
%60:main_out = construct %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. *
********************************************************************