blob: 3731cb6a774e9dc772eb1e3ea76fffc9e935efdf [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 4> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%arr:ptr<function, array<f32, 3>, read_write> = var
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%8:f32 = load %7
%9:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%10:f32 = load %9
%11:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%12:f32 = load %11
%13:array<f32, 3> = construct %8, %10, %12
store %arr, %13
store %i, 1i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%14:i32 = load %i
%15:i32 = let %14
%16:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%17:i32 = load %16
%18:i32 = min %17, 3i
%19:bool = lt %15, %18
if %19 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%20:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%21:i32 = load %20
%x_53:i32 = let %21
%23:ptr<function, f32, read_write> = access %arr, %x_53
%24:ptr<function, f32, read_write> = access %arr, %x_53
%25:f32 = load %24
%26:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%27:f32 = load %26
%28:f32 = add %25, %27
store %23, %28
continue # -> $B4
}
$B4: { # continuing
%29:i32 = load %i
%30:i32 = add %29, 1i
store %i, %30
next_iteration # -> $B3
}
}
%31:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%32:i32 = load %31
%33:ptr<function, f32, read_write> = access %arr, %32
%34:f32 = load %33
%35:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%36:f32 = load %35
%37:bool = eq %34, %36
if %37 [t: $B7, f: $B8] { # if_2
$B7: { # true
%38:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:f32 = let %40
%42:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:f32 = let %44
%46:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:f32 = let %48
%50:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:vec4<f32> = construct %41, %45, %49, %52
store %x_GLF_color, %53
exit_if # if_2
}
$B8: { # false
%54:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%55:i32 = load %54
%56:f32 = convert %55
%57:vec4<f32> = construct %56
store %x_GLF_color, %57
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
ret %61
}
}
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. *
********************************************************************