blob: 769ddce18abaf52ec124f8c9180fd241df7bdcc1 [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_5: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_36:ptr<function, i32, read_write> = var
%x_74:ptr<function, bool, read_write> = var
%x_33_phi:ptr<function, vec4<f32>, read_write> = var
%x_36_phi:ptr<function, i32, read_write> = var
%x_38_phi:ptr<function, i32, read_write> = var
%x_75_phi:ptr<function, bool, read_write> = var
%10:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%11:i32 = load %10
%x_29:i32 = let %11
%13:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%14:i32 = load %13
%x_31:i32 = let %14
store %x_33_phi, vec4<f32>(0.0f)
store %x_36_phi, %x_29
store %x_38_phi, %x_31
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_53:ptr<function, vec4<f32>, read_write> = var
%x_39:ptr<function, i32, read_write> = var
%x_34_phi:ptr<function, vec4<f32>, read_write> = var
%x_62_phi:ptr<function, i32, read_write> = var
%20:vec4<f32> = load %x_33_phi
%x_33:vec4<f32> = let %20
%22:i32 = load %x_36_phi
store %x_36, %22
%23:i32 = load %x_38_phi
%x_38:i32 = let %23
%25:ptr<uniform, i32, read> = access %x_5, 0u, 4i, 0u
%26:i32 = load %25
%x_41:i32 = let %26
%28:bool = lt %x_38, %x_41
if %28 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%x_53_phi:ptr<function, vec4<f32>, read_write> = var
%x_56_phi:ptr<function, i32, read_write> = var
switch 0u [c: (default, $B7)] { # switch_1
$B7: { # case
%31:ptr<uniform, i32, read> = access %x_5, 0u, 3i, 0u
%32:i32 = load %31
%x_48:i32 = let %32
%34:bool = gt %x_38, %x_48
if %34 [t: $B8] { # if_2
$B8: { # true
store %x_34_phi, %x_33
store %x_62_phi, 2i
exit_switch # switch_1
}
}
store %x_53_phi, %x_33
store %x_56_phi, %x_29
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%x_54:ptr<function, vec4<f32>, read_write> = var
%x_57:ptr<function, i32, read_write> = var
%37:vec4<f32> = load %x_53_phi
store %x_53, %37
%38:i32 = load %x_56_phi
%x_56:i32 = let %38
%40:bool = lt %x_56, %x_41
if %40 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
continue # -> $B10
}
$B10: { # continuing
%41:i32 = add %x_38, %x_56
%42:f32 = convert %41
%x_61:f32 = let %42
%44:vec4<f32> = construct %x_61, %x_61, %x_61, %x_61
store %x_54, %44
%45:i32 = add %x_56, 1i
store %x_57, %45
%46:vec4<f32> = load %x_54
store %x_53_phi, %46
%47:i32 = load %x_57
store %x_56_phi, %47
next_iteration # -> $B9
}
}
%48:vec4<f32> = load %x_53
store %x_GLF_color, %48
%49:vec4<f32> = load %x_53
store %x_34_phi, %49
store %x_62_phi, %x_31
exit_switch # switch_1
}
}
%50:vec4<f32> = load %x_34_phi
%x_34:vec4<f32> = let %50
%52:i32 = load %x_62_phi
%x_62:i32 = let %52
continue # -> $B4
}
$B4: { # continuing
%54:i32 = add %x_38, 1i
store %x_39, %54
store %x_33_phi, %x_34
%55:i32 = load %x_36
%56:i32 = let %55
%57:i32 = bitcast %x_62
%58:i32 = add %56, %57
%59:i32 = bitcast %58
store %x_36_phi, %59
%60:i32 = load %x_39
store %x_38_phi, %60
next_iteration # -> $B3
}
}
%61:vec4<f32> = load %x_GLF_color
%x_63:vec4<f32> = let %61
%63:ptr<uniform, i32, read> = access %x_5, 0u, 2i, 0u
%64:i32 = load %63
%x_65:i32 = let %64
%66:f32 = convert %x_65
%x_66:f32 = let %66
%68:vec4<f32> = construct %x_66, %x_66, %x_66, %x_66
%69:vec4<bool> = eq %x_63, %68
%70:bool = all %69
%x_69:bool = let %70
store %x_75_phi, %x_69
if %x_69 [t: $B13] { # if_4
$B13: { # true
%72:ptr<uniform, i32, read> = access %x_5, 0u, 5i, 0u
%73:i32 = load %72
%x_73:i32 = let %73
%75:i32 = load %x_36
%76:i32 = let %75
%77:i32 = bitcast %x_73
%78:bool = eq %76, %77
store %x_74, %78
%79:bool = load %x_74
store %x_75_phi, %79
exit_if # if_4
}
}
%80:bool = load %x_75_phi
%x_75:bool = let %80
if %x_75 [t: $B14, f: $B15] { # if_5
$B14: { # true
%82:f32 = convert %x_31
%x_79:f32 = let %82
%84:f32 = convert %x_29
%x_80:f32 = let %84
%86:vec4<f32> = construct %x_79, %x_80, %x_80, %x_79
store %x_GLF_color, %86
exit_if # if_5
}
$B15: { # false
%87:f32 = convert %x_29
%x_82:f32 = let %87
%89:vec4<f32> = construct %x_82, %x_82, %x_82, %x_82
store %x_GLF_color, %89
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B16: {
%91:void = call %main_1
%92:vec4<f32> = load %x_GLF_color
%93:main_out = construct %92
ret %93
}
}
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. *
********************************************************************