blob: 95a6b87750892c5a7466315dca1ad9bd38d7405e [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one:i32 @offset(0)
}
S = struct @align(4) {
x:i32 @offset(0)
y:i32 @offset(4)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_struct_S_i1_i11_ = func(%arg:ptr<function, S, read_write>):void {
$B2: {
%5:ptr<function, i32, read_write> = access %arg, 1u
store %5, 1i
ret
}
}
%main_1 = func():void {
$B3: {
%a:ptr<function, f32, read_write> = var
%b:ptr<function, array<S, 2>, read_write> = var
%param:ptr<function, S, read_write> = var
store %a, 5.0f
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%10:ptr<uniform, i32, read> = access %x_10, 0u
%11:i32 = load %10
%x_43:i32 = let %11
%13:ptr<function, i32, read_write> = access %b, %x_43, 0u
store %13, 1i
%14:ptr<function, i32, read_write> = access %b, 1i, 0u
%15:i32 = load %14
%16:bool = eq %15, 1i
if %16 [t: $B6] { # if_1
$B6: { # true
%17:ptr<uniform, i32, read> = access %x_10, 0u
%18:i32 = load %17
%19:bool = eq %18, 1i
if %19 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
%20:ptr<function, S, read_write> = access %b, 1i
%21:S = load %20
store %param, %21
%22:void = call %func_struct_S_i1_i11_, %param
%23:ptr<function, S, read_write> = access %b, 1i
%24:S = load %param
store %23, %24
%25:ptr<function, i32, read_write> = access %b, 1i, 1u
%26:i32 = load %25
%27:f32 = convert %26
store %a, %27
exit_if # if_1
}
}
store %a, 0.0f
continue # -> $B5
}
$B5: { # continuing
break_if true # -> [t: exit_loop loop_1, f: $B4]
}
}
%28:f32 = load %a
%29:bool = eq %28, 5.0f
if %29 [t: $B8, f: $B9] { # if_3
$B8: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
$B9: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%31:void = call %main_1
%32:vec4<f32> = load %x_GLF_color
%33:main_out = construct %32
ret %33
}
}
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. *
********************************************************************