blob: 3548ada7f394447cbf7d7a8f24e0e97042a15598 [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
}
%main_1 = func():void {
$B2: {
%k:ptr<function, i32, read_write> = var
%GLF_dead0j:ptr<function, i32, read_write> = var
%donor_replacementGLF_dead0stack:ptr<function, array<i32, 10>, read_write> = var
%donor_replacementGLF_dead0top:ptr<function, i32, read_write> = var
%x_54:ptr<function, i32, read_write> = var
%matrix_b:ptr<function, vec4<f32>, read_write> = var
%b:ptr<function, i32, read_write> = var
store %k, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%11:i32 = load %k
%12:bool = lt %11, 4i
if %12 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%14:f32 = load_vector_element %13, 1u
%15:bool = gt 0.0f, %14
if %15 [t: $B7] { # if_2
$B7: { # true
store %GLF_dead0j, 1i
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%16:ptr<function, i32, read_write> = access %donor_replacementGLF_dead0stack, 0i
%17:i32 = load %16
%18:bool = lte 1i, %17
if %18 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
continue # -> $B9
}
$B9: { # continuing
next_iteration # -> $B8
}
}
%19:i32 = load %donor_replacementGLF_dead0top
%20:bool = gte %19, 0i
%21:i32 = load %donor_replacementGLF_dead0top
%22:bool = lt %21, 9i
%23:bool = and %20, %22
if %23 [t: $B12, f: $B13] { # if_4
$B12: { # true
%24:i32 = load %donor_replacementGLF_dead0top
%25:i32 = add %24, 1i
%x_17:i32 = let %25
store %donor_replacementGLF_dead0top, %x_17
store %x_54, %x_17
exit_if # if_4
}
$B13: { # false
store %x_54, 0i
exit_if # if_4
}
}
%27:i32 = load %x_54
%x_18:i32 = let %27
%29:ptr<function, i32, read_write> = access %donor_replacementGLF_dead0stack, %x_18
store %29, 1i
exit_if # if_2
}
}
store %matrix_b, vec4<f32>(0.0f)
store %b, 3i
loop [b: $B14, c: $B15] { # loop_3
$B14: { # body
%30:i32 = load %b
%31:bool = gte %30, 0i
if %31 [t: $B16, f: $B17] { # if_5
$B16: { # true
exit_if # if_5
}
$B17: { # false
exit_loop # loop_3
}
}
%32:i32 = load %b
%x_20:i32 = let %32
%34:i32 = load %b
%35:f32 = load_vector_element %matrix_b, %34
%36:f32 = sub %35, 1.0f
store_vector_element %matrix_b, %x_20, %36
continue # -> $B15
}
$B15: { # continuing
%37:i32 = load %b
%38:i32 = sub %37, 1i
store %b, %38
next_iteration # -> $B14
}
}
continue # -> $B4
}
$B4: { # continuing
%39:i32 = load %k
%40:i32 = add %39, 1i
store %k, %40
next_iteration # -> $B3
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B18: {
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
ret %44
}
}
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. *
********************************************************************