blob: f9d0cd1524384e6b96079a24912e3c260110cd07 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @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
}
%makeFrame_ = func():f32 {
$B2: {
%x_60:ptr<function, f32, read_write> = var
%x_63:ptr<function, f32, read_write> = var
loop [b: $B3] { # loop_1
$B3: { # body
%x_41:ptr<function, bool, read_write> = var
%x_8:ptr<function, i32, read_write> = var
%x_44:ptr<function, f32, read_write> = var
%x_45:ptr<function, f32, read_write> = var
%x_42:ptr<function, bool, read_write> = var
%x_61:ptr<function, bool, read_write> = var
store %x_41, false
store %x_8, 0i
store %x_44, 0.0f
loop [b: $B4, c: $B5] { # loop_2
$B4: { # body
%x_50:ptr<function, f32, read_write> = var
%x_9:ptr<function, i32, read_write> = var
%x_52:ptr<function, bool, read_write> = var
%x_7:ptr<function, i32, read_write> = var
%16:f32 = load %x_44
store %x_60, %16
%17:bool = load %x_41
store %x_61, %17
%18:i32 = load %x_8
%19:bool = lt %18, 1i
if %19 [t: $B6, f: $B7] { # if_1
$B6: { # true
exit_if # if_1
}
$B7: { # false
exit_loop # loop_2
}
}
%20:f32 = load %x_44
store %x_50, %20
%21:i32 = load %x_8
store %x_9, %21
%22:bool = load %x_41
store %x_52, %22
loop [b: $B8] { # loop_3
$B8: { # body
%23:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%24:f32 = load_vector_element %23, 1u
%x_54:f32 = let %24
%26:f32 = load %x_50
store %x_45, %26
%27:bool = load %x_52
store %x_42, %27
%28:i32 = call %tint_f32_to_i32, %x_54
%30:bool = lt 1i, %28
if %30 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_3
}
}
store %x_45, 1.0f
store %x_42, true
exit_loop # loop_3
}
}
%31:f32 = load %x_45
store %x_60, %31
%32:bool = load %x_42
store %x_61, %32
%33:bool = load %x_42
if %33 [t: $B11] { # if_3
$B11: { # true
exit_loop # loop_2
}
}
continue # -> $B5
}
$B5: { # continuing
%34:i32 = load %x_9
%35:i32 = add %34, 1i
store %x_7, %35
%36:bool = load %x_42
store %x_41, %36
%37:i32 = load %x_7
store %x_8, %37
%38:f32 = load %x_45
store %x_44, %38
next_iteration # -> $B4
}
}
%39:f32 = load %x_60
store %x_63, %39
%40:bool = load %x_61
if %40 [t: $B12] { # if_4
$B12: { # true
exit_loop # loop_1
}
}
store %x_63, 1.0f
exit_loop # loop_1
}
}
%41:f32 = load %x_63
ret %41
}
}
%main_1 = func():void {
$B13: {
%43:f32 = call %makeFrame_
%x_34:f32 = let %43
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%46:void = call %main_1
%47:vec4<f32> = load %x_GLF_color
%48:main_out = construct %47
ret %48
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B15: {
%50:i32 = convert %value
%51:bool = gte %value, -2147483648.0f
%52:i32 = select -2147483648i, %50, %51
%53:bool = lte %value, 2147483520.0f
%54:i32 = select 2147483647i, %52, %53
ret %54
}
}
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. *
********************************************************************