blob: be518ca4532bc912e0561ccb97d6127b2cc7af36 [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)
}
Array = struct @align(4) {
values:array<i32, 2> @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: {
%x_52:ptr<function, bool, read_write> = var, false
%x_17:ptr<function, i32, read_write> = var
%x_18:ptr<function, i32, read_write> = var
%x_16:ptr<function, array<i32, 2>, read_write> = var
%param:ptr<function, Array, read_write> = var
%x_20:ptr<function, i32, read_write> = var
%x_21_phi:ptr<function, i32, read_write> = var
%11:ptr<uniform, i32, read> = access %x_8, 0u
%12:i32 = load %11
%x_12:i32 = let %12
%14:array<i32, 2> = load %x_16
%x_22:array<i32, 2> = let %14
%x_23_1:ptr<function, array<i32, 2>, read_write> = var, %x_22
%17:ptr<function, i32, read_write> = access %x_23_1, 0u
store %17, %x_12
%18:array<i32, 2> = load %x_23_1
%x_23:array<i32, 2> = let %18
store %x_16, %x_23
%20:array<i32, 2> = load %x_16
%x_54:array<i32, 2> = let %20
%22:Array = construct %x_54
store %param, %22
store %x_52, false
loop [b: $B3] { # loop_1
$B3: { # body
%x_20_phi:ptr<function, i32, read_write> = var
%x_67_phi:ptr<function, bool, read_write> = var
loop [b: $B4] { # loop_2
$B4: { # body
%25:ptr<function, i32, read_write> = access %param, 0u, %x_12
%26:i32 = load %25
%x_19:i32 = let %26
%28:bool = eq %x_19, 0i
if %28 [t: $B5] { # if_1
$B5: { # true
store %x_52, true
store %x_17, 42i
store %x_20_phi, 42i
store %x_67_phi, true
exit_loop # loop_2
}
}
store %x_20_phi, 0i
store %x_67_phi, false
exit_loop # loop_2
}
}
%29:i32 = load %x_20_phi
store %x_20, %29
%30:bool = load %x_67_phi
%x_67:bool = let %30
%32:i32 = load %x_20
store %x_21_phi, %32
if %x_67 [t: $B6] { # if_2
$B6: { # true
exit_loop # loop_1
}
}
store %x_52, true
store %x_17, 42i
store %x_21_phi, 42i
exit_loop # loop_1
}
}
%33:i32 = load %x_21_phi
%x_21:i32 = let %33
store %x_18, %x_21
%35:bool = eq %x_21, 42i
if %35 [t: $B7, f: $B8] { # if_3
$B7: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
$B8: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
%func_struct_Array_i1_2_1_ = func(%a:ptr<function, Array, read_write>):i32 {
$B10: {
%x_74:ptr<function, bool, read_write> = var, false
%x_13:ptr<function, i32, read_write> = var
%x_14:ptr<function, i32, read_write> = var
%x_76_phi:ptr<function, bool, read_write> = var
%x_15_phi:ptr<function, i32, read_write> = var
store %x_76_phi, false
loop [b: $B11] { # loop_3
$B11: { # body
%x_81:ptr<function, bool, read_write> = var
%x_81_phi:ptr<function, bool, read_write> = var
%x_14_phi:ptr<function, i32, read_write> = var
%x_91_phi:ptr<function, bool, read_write> = var
%51:bool = load %x_76_phi
%x_76:bool = let %51
store %x_81_phi, %x_76
loop [b: $B12] { # loop_4
$B12: { # body
%53:bool = load %x_81_phi
store %x_81, %53
%54:ptr<uniform, i32, read> = access %x_8, 0u
%55:i32 = load %54
%x_10:i32 = let %55
%57:ptr<function, i32, read_write> = access %a, 0u, %x_10
%58:i32 = load %57
%x_11:i32 = let %58
%60:bool = eq %x_11, 0i
if %60 [t: $B13] { # if_4
$B13: { # true
store %x_74, true
store %x_13, 42i
store %x_14_phi, 42i
store %x_91_phi, true
exit_loop # loop_4
}
}
store %x_14_phi, 0i
%61:bool = load %x_81
store %x_91_phi, %61
exit_loop # loop_4
}
}
%62:i32 = load %x_14_phi
store %x_14, %62
%63:bool = load %x_91_phi
%x_91:bool = let %63
%65:i32 = load %x_14
store %x_15_phi, %65
if %x_91 [t: $B14] { # if_5
$B14: { # true
exit_loop # loop_3
}
}
store %x_74, true
store %x_13, 42i
store %x_15_phi, 42i
exit_loop # loop_3
}
}
%66:i32 = load %x_15_phi
%x_15:i32 = let %66
ret %x_15
}
}
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. *
********************************************************************