blob: 54eeaf1f92e5f815b6ea49c53f9e0809c574992f [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one:f32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%m44:ptr<function, mat4x4<f32>, read_write> = var
%x_10:ptr<function, i32, read_write> = var
store %m44, mat4x4<f32>(vec4<f32>(1.0f, 2.0f, 3.0f, 4.0f), vec4<f32>(5.0f, 6.0f, 7.0f, 8.0f), vec4<f32>(9.0f, 10.0f, 11.0f, 12.0f), vec4<f32>(13.0f, 14.0f, 15.0f, 16.0f))
store %x_10, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_11:ptr<function, i32, read_write> = var
%x_9:ptr<function, i32, read_write> = var
%9:i32 = load %x_10
%10:bool = lt %9, 4i
if %10 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%11:f32 = load_vector_element %gl_FragCoord, 1u
%12:bool = lt %11, 0.0f
if %12 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
store %x_11, 0i
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%x_8:ptr<function, i32, read_write> = var
%14:i32 = load %x_11
%15:bool = lt %14, 4i
if %15 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
continue # -> $B9
}
$B9: { # continuing
%16:i32 = load %x_10
%17:ptr<function, vec4<f32>, read_write> = access %m44, %16
%18:i32 = load %x_11
%19:i32 = load %x_10
%20:ptr<function, vec4<f32>, read_write> = access %m44, %19
%21:i32 = load %x_11
%22:f32 = load_vector_element %20, %21
%23:ptr<uniform, f32, read> = access %x_7, 0u
%24:f32 = load %23
%25:f32 = add %22, %24
store_vector_element %17, %18, %25
%26:i32 = load %x_11
%27:i32 = add %26, 1i
store %x_8, %27
%28:i32 = load %x_8
store %x_11, %28
next_iteration # -> $B8
}
}
continue # -> $B4
}
$B4: { # continuing
%29:i32 = load %x_10
%30:i32 = add %29, 1i
store %x_9, %30
%31:i32 = load %x_9
store %x_10, %31
next_iteration # -> $B3
}
}
%32:ptr<function, vec4<f32>, read_write> = access %m44, 1i
%33:f32 = load_vector_element %32, 1u
%x_77:f32 = let %33
%x_79_1:ptr<function, vec4<f32>, read_write> = var, vec4<f32>(0.0f)
%36:f32 = sub %x_77, 6.0f
store_vector_element %x_79_1, 0u, %36
%37:vec4<f32> = load %x_79_1
%x_79:vec4<f32> = let %37
%39:ptr<function, vec4<f32>, read_write> = access %m44, 2i
%40:f32 = load_vector_element %39, 2u
%x_81:f32 = let %40
%x_83_1:ptr<function, vec4<f32>, read_write> = var, %x_79
%43:f32 = sub %x_81, 11.0f
store_vector_element %x_83_1, 3u, %43
%44:vec4<f32> = load %x_83_1
store %x_GLF_color, %44
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B12: {
store %gl_FragCoord, %gl_FragCoord_param
%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. *
********************************************************************