blob: cd5a7a2d4f3646115987fb718b4dab35515fd8c7 [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_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%x_36:ptr<function, bool, read_write> = var, false
%x_37:ptr<function, bool, read_write> = var
%x_7:ptr<function, i32, read_write> = var
%x_38:ptr<function, bool, read_write> = var
%color:ptr<function, vec3<f32>, read_write> = var
%x_40:ptr<function, bool, read_write> = var
%x_42:ptr<function, vec3<f32>, read_write> = var
%x_43:ptr<function, vec3<f32>, read_write> = var
%x_56:ptr<function, bool, read_write> = var
store %x_40, false
store %x_42, vec3<f32>(0.0f)
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%13:ptr<uniform, vec2<f32>, read> = access %x_5, 0u
%14:f32 = load_vector_element %13, 1u
%x_47:f32 = let %14
%16:vec3<f32> = load %x_42
store %x_43, %16
%17:bool = lt %x_47, 0.0f
if %17 [t: $B5] { # if_1
$B5: { # true
store %color, vec3<f32>(1.0f)
store %x_43, vec3<f32>(1.0f)
exit_if # if_1
}
}
continue # -> $B4
}
$B4: { # continuing
%18:bool = load %x_40
store %x_40, %18
%19:vec3<f32> = load %x_43
store %x_42, %19
break_if true # -> [t: exit_loop loop_1, f: $B3]
}
}
store %x_36, false
%20:bool = load %x_40
store %x_56, %20
loop [b: $B6] { # loop_2
$B6: { # body
%x_62:ptr<function, bool, read_write> = var
store %x_7, 0i
%22:bool = load %x_56
store %x_62, %22
loop [b: $B7] { # loop_3
$B7: { # body
%x_68:bool = let true
if true [t: $B8, f: $B9] { # if_2
$B8: { # true
exit_if # if_2
}
$B9: { # false
exit_loop # loop_3
}
}
store %x_36, true
store %x_37, true
exit_loop # loop_3
}
}
if true [t: $B10] { # if_3
$B10: { # true
exit_loop # loop_2
}
}
store %x_36, true
exit_loop # loop_2
}
}
store %x_38, true
%24:f32 = load_vector_element %x_43, 0u
%25:f32 = load_vector_element %x_43, 1u
%26:f32 = load_vector_element %x_43, 2u
%27:vec4<f32> = construct %24, %25, %26, 1.0f
%28:vec4<f32> = add %27, vec4<f32>(1.0f)
store %x_GLF_color, %28
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%30:void = call %main_1
%31:vec4<f32> = load %x_GLF_color
%32:main_out = construct %31
ret %32
}
}
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. *
********************************************************************