blob: 7b4dd4ef8eda841d39f27de872be8f63e054ffc6 [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_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():i32 {
$B2: {
loop [b: $B3] { # loop_1
$B3: { # body
%5:i32 = load %x_GLF_global_loop_count
%6:bool = lt %5, 100i
if %6 [t: $B4, f: $B5] { # if_1
$B4: { # true
exit_if # if_1
}
$B5: { # false
exit_loop # loop_1
}
}
%7:i32 = load %x_GLF_global_loop_count
%8:i32 = add %7, 1i
store %x_GLF_global_loop_count, %8
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
%x_78:i32 = let %10
ret %x_78
}
}
%12:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%13:i32 = load %12
%x_80:i32 = let %13
ret %x_80
}
}
%main_1 = func():void {
$B6: {
%a:ptr<function, i32, read_write> = var
store %x_GLF_global_loop_count, 0i
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%17:i32 = load %x_GLF_global_loop_count
%18:i32 = add %17, 1i
store %x_GLF_global_loop_count, %18
if false [t: $B9] { # if_2
$B9: { # true
ret
}
}
continue # -> $B8
}
$B8: { # continuing
%19:i32 = load %x_GLF_global_loop_count
%x_39:i32 = let %19
%21:bool = lt %x_39, 100i
%22:bool = and true, %21
%23:bool = eq %22, false
break_if %23 # -> [t: exit_loop loop_2, f: $B7]
}
}
%24:i32 = call %func_
%x_42:i32 = let %24
store %a, %x_42
%26:i32 = load %a
%27:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%28:i32 = load %27
%29:bool = eq %26, %28
if %29 [t: $B10, f: $B11] { # if_3
$B10: { # true
%30:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:f32 = let %32
%34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:f32 = let %36
%38:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:f32 = let %40
%42:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %33, %37, %41, %44
store %x_GLF_color, %45
exit_if # if_3
}
$B11: { # false
%46:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:vec4<f32> = construct %48
store %x_GLF_color, %49
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B12: {
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************