blob: 11da9d1dd4321c9ffc3604c1ca262b0b95369532 [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, 4> @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: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%7:i32 = load %6
store %a, %7
%8:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%9:i32 = load %8
store %i, %9
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%12:i32 = load %11
%13:bool = lt %10, %12
if %13 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%15:i32 = call %tint_mod_i32, 1i, %14
%17:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%18:i32 = load %17
%19:bool = eq %15, %18
if %19 [t: $B7] { # if_2
$B7: { # true
continue # -> $B4
}
}
%20:i32 = load %a
%21:i32 = add %20, 1i
store %a, %21
continue # -> $B4
}
$B4: { # continuing
%22:i32 = load %i
%23:i32 = add %22, 1i
store %i, %23
next_iteration # -> $B3
}
}
%24:i32 = load %a
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%26:i32 = load %25
%27:bool = eq %24, %26
if %27 [t: $B8, f: $B9] { # if_3
$B8: { # true
%28:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%29:i32 = load %28
%30:f32 = convert %29
%31:f32 = let %30
%32:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:f32 = let %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:vec4<f32> = construct %31, %35, %39, %42
store %x_GLF_color, %43
exit_if # if_3
}
$B9: { # false
%44:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:vec4<f32> = construct %46
store %x_GLF_color, %47
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B11: {
%54:bool = eq %rhs, 0i
%55:bool = eq %lhs, -2147483648i
%56:bool = eq %rhs, -1i
%57:bool = and %55, %56
%58:bool = or %54, %57
%59:i32 = select %rhs, 1i, %58
%60:i32 = let %59
%61:i32 = div %lhs, %60
%62:i32 = mul %61, %60
%63:i32 = sub %lhs, %62
ret %63
}
}
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. *
********************************************************************