blob: b8358b07457258f20992f3cf182a5d7813b98758 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(16) {
matrix_a_uni:mat4x4<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_8: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:ptr<function, i32, read_write> = var
%matrix_u:ptr<function, vec4<f32>, read_write> = var
%b:ptr<function, i32, read_write> = var
%matrix_b:ptr<function, vec4<f32>, read_write> = var
%x_42:ptr<function, vec4<f32>, read_write> = var
store %x, 4i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%9:i32 = load %x
%10:bool = gte %9, 1i
if %10 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%11:i32 = load %x
%x_11:i32 = let %11
store_vector_element %matrix_u, %x_11, 1.0f
continue # -> $B4
}
$B4: { # continuing
%13:i32 = load %x
%14:i32 = sub %13, 1i
store %x, %14
next_iteration # -> $B3
}
}
store %b, 4i
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%15:ptr<uniform, vec4<f32>, read> = access %x_8, 0u, 0i
%16:f32 = load_vector_element %15, 0u
%17:bool = lt %16, -1.0f
if %17 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
%18:i32 = load %b
%x_14:i32 = let %18
%20:i32 = load %b
%21:bool = gt %20, 1i
if %21 [t: $B11, f: $B12] { # if_3
$B11: { # true
%22:vec4<f32> = load %matrix_b
%23:vec4<f32> = load %matrix_b
%24:vec4<f32> = min %22, %23
store %x_42, %24
exit_if # if_3
}
$B12: { # false
%25:vec4<f32> = load %matrix_u
store %x_42, %25
exit_if # if_3
}
}
%26:f32 = load_vector_element %x_42, 1u
store_vector_element %matrix_b, %x_14, %26
continue # -> $B8
}
$B8: { # continuing
%27:i32 = load %b
%28:i32 = sub %27, 1i
store %b, %28
next_iteration # -> $B7
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B13: {
%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. *
********************************************************************