blob: 054b74390a4dddff9a2495ae25a5352e2ceffe79 [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, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%color:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%k:ptr<function, i32, read_write> = var
store %color, vec4<f32>(1.0f)
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
store %i, %10
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%15:i32 = load %i
%x_47:i32 = let %15
switch %x_47 [c: (2i, $B7), c: (1i, $B8), c: (default, $B9)] { # switch_1
$B7: { # case
%17:i32 = load %i
%x_83:i32 = let %17
%19:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%20:f32 = load %19
store_vector_element %color, %x_83, %20
exit_switch # switch_1
}
$B8: { # case
%21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%22:i32 = load %21
store %j, %22
loop [b: $B10, c: $B11] { # loop_2
$B10: { # body
%23:i32 = load %i
%24:i32 = load %i
%25:bool = gt %23, %24
if %25 [t: $B12, f: $B13] { # if_2
$B12: { # true
exit_if # if_2
}
$B13: { # false
exit_loop # loop_2
}
}
%26:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%27:i32 = load %26
store %k, %27
loop [b: $B14, c: $B15] { # loop_3
$B14: { # body
%28:i32 = load %k
%29:i32 = load %i
%30:bool = lt %28, %29
if %30 [t: $B16, f: $B17] { # if_3
$B16: { # true
exit_if # if_3
}
$B17: { # false
exit_loop # loop_3
}
}
%31:i32 = load %k
%x_71:i32 = let %31
%33:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%34:f32 = load %33
store_vector_element %color, %x_71, %34
continue # -> $B15
}
$B15: { # continuing
%35:i32 = load %k
%36:i32 = add %35, 1i
store %k, %36
next_iteration # -> $B14
}
}
continue # -> $B11
}
$B11: { # continuing
%37:i32 = load %j
%38:i32 = add %37, 1i
store %j, %38
next_iteration # -> $B10
}
}
%39:i32 = load %i
%x_79:i32 = let %39
%41:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%42:f32 = load %41
store_vector_element %color, %x_79, %42
exit_switch # switch_1
}
$B9: { # case
exit_switch # switch_1
}
}
continue # -> $B4
}
$B4: { # continuing
%43:i32 = load %i
%44:i32 = add %43, 1i
store %i, %44
next_iteration # -> $B3
}
}
%45:vec4<f32> = load %color
store %x_GLF_color, %45
ret
}
}
%tint_symbol = @fragment func():main_out {
$B18: {
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************