blob: 6c1b6e59e952055e7c7ec4c5f11f0d4a398851b4 [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, 6> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%arr:ptr<function, array<i32, 3>, read_write> = var
%index:ptr<function, i32, read_write> = var
%x_76:ptr<function, bool, read_write> = var
%x_77:ptr<function, bool, read_write> = var
%x_86:ptr<function, bool, read_write> = var
%x_87:ptr<function, bool, read_write> = var
%10:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%11:i32 = load %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 5i, 0u
%13:i32 = load %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%16:array<i32, 3> = construct %11, %13, %15
store %arr, %16
store %index, 1i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_51:ptr<function, bool, read_write> = var
%x_52:ptr<function, bool, read_write> = var
store %x_52, true
if true [t: $B5] { # if_1
$B5: { # true
%19:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%20:i32 = load %19
%21:bool = eq %20, 1i
%22:i32 = load %index
%23:bool = lte %22, 1i
%24:bool = and %21, %23
%25:bool = eq %24, false
store %x_51, %25
%26:bool = load %x_51
store %x_52, %26
exit_if # if_1
}
}
%27:bool = load %x_52
%28:bool = eq %27, false
if %28 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%29:i32 = load %index
%x_55:i32 = let %29
%x_56_save:i32 = let %x_55
%32:ptr<function, i32, read_write> = access %arr, %x_56_save
%33:ptr<function, i32, read_write> = access %arr, %x_55
%34:i32 = load %33
%35:i32 = add %34, 1i
store %32, %35
%36:i32 = load %index
%37:i32 = add %36, 1i
store %index, %37
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
%40:ptr<function, i32, read_write> = access %arr, %39
%41:i32 = load %40
%42:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%43:i32 = load %42
%44:bool = eq %41, %43
%x_67:bool = let %44
store %x_77, %x_67
if %x_67 [t: $B8] { # if_3
$B8: { # true
%46:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%47:i32 = load %46
%48:ptr<function, i32, read_write> = access %arr, %47
%49:i32 = load %48
%50:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u
%51:i32 = load %50
%52:bool = eq %49, %51
store %x_76, %52
%53:bool = load %x_76
store %x_77, %53
exit_if # if_3
}
}
%54:bool = load %x_77
store %x_87, %54
%55:bool = load %x_77
if %55 [t: $B9] { # if_4
$B9: { # true
%56:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%57:i32 = load %56
%58:ptr<function, i32, read_write> = access %arr, %57
%59:i32 = load %58
%60:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%61:i32 = load %60
%62:bool = eq %59, %61
store %x_86, %62
%63:bool = load %x_86
store %x_87, %63
exit_if # if_4
}
}
%64:bool = load %x_87
if %64 [t: $B10, f: $B11] { # if_5
$B10: { # true
%65:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%66:i32 = load %65
%67:f32 = convert %66
%68:f32 = let %67
%69:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%70:i32 = load %69
%71:f32 = convert %70
%72:f32 = let %71
%73:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%74:i32 = load %73
%75:f32 = convert %74
%76:f32 = let %75
%77:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%78:i32 = load %77
%79:f32 = convert %78
%80:vec4<f32> = construct %68, %72, %76, %79
store %x_GLF_color, %80
exit_if # if_5
}
$B11: { # false
%81:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%82:i32 = load %81
%83:f32 = convert %82
%84:vec4<f32> = construct %83
store %x_GLF_color, %84
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B12: {
%86:void = call %main_1
%87:vec4<f32> = load %x_GLF_color
%88:main_out = construct %87
ret %88
}
}
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. *
********************************************************************