blob: 10f6312def2fd9bb9281cda1d0b88fcb501dfa42 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
buf2 = struct @align(4) {
zero:f32 @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_5:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_7:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%8:f32 = load %7
%9:vec4<f32> = construct %8
store %x_GLF_color, %9
%10:ptr<uniform, f32, read> = access %x_7, 0u
%11:f32 = load %10
%12:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%13:f32 = load %12
%14:bool = gt %11, %13
if %14 [t: $B3, f: $B4] { # if_1
$B3: { # true
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%15:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%16:f32 = load %15
%17:vec4<f32> = construct %16
store %x_GLF_color, %17
continue # -> $B6
}
$B6: { # continuing
break_if false # -> [t: exit_loop loop_1, f: $B5]
}
}
exit_if # if_1
}
$B4: { # false
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
loop [b: $B9] { # loop_3
$B9: { # body
if true [t: $B10, f: $B11] { # if_2
$B10: { # true
exit_if # if_2
}
$B11: { # false
exit_loop # loop_3
}
}
%18:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%19:i32 = load %18
store %i, %19
loop [b: $B12, c: $B13] { # loop_4
$B12: { # body
%20:i32 = load %i
%21:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%22:i32 = load %21
%23:bool = lt %20, %22
if %23 [t: $B14, f: $B15] { # if_3
$B14: { # true
exit_if # if_3
}
$B15: { # false
exit_loop # loop_4
}
}
%24:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%25:f32 = load %24
%26:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%27:f32 = load %26
%28:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%29:f32 = load %28
%30:ptr<uniform, f32, read> = access %x_5, 0u, 1i, 0u
%31:f32 = load %30
%32:vec4<f32> = construct %25, %27, %29, %31
store %x_GLF_color, %32
continue # -> $B13
}
$B13: { # continuing
%33:i32 = load %i
%34:i32 = add %33, 1i
store %i, %34
next_iteration # -> $B12
}
}
exit_loop # loop_3
}
}
continue # -> $B8
}
$B8: { # continuing
%35:ptr<uniform, f32, read> = access %x_7, 0u
%36:f32 = load %35
%x_82:f32 = let %36
%38:ptr<uniform, f32, read> = access %x_5, 0u, 0i, 0u
%39:f32 = load %38
%x_84:f32 = let %39
%41:bool = gt %x_82, %x_84
%42:bool = eq %41, false
break_if %42 # -> [t: exit_loop loop_2, f: $B7]
}
}
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B16: {
%44:void = call %main_1
%45:vec4<f32> = load %x_GLF_color
%46:main_out = construct %45
ret %46
}
}
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. *
********************************************************************