blob: 4d3690824066c0a87588a0961e5cb0783c48803b [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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%performPartition_ = func():i32 {
$B2: {
%GLF_live0i:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_11:ptr<function, i32, read_write> = var
%x_10_phi:ptr<function, i32, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %x_10_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_11_phi:ptr<function, i32, read_write> = var
%9:i32 = load %x_10_phi
%x_10:i32 = let %9
%x_42:ptr<function, bool, read_write> = var
%12:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%13:f32 = load_vector_element %12, 1u
%x_41:f32 = let %13
%15:bool = lt %x_41, 0.0f
store %x_42, %15
%16:bool = load %x_42
if %16 [t: $B5, f: $B6] { # if_1
$B5: { # true
store %x_11_phi, %x_10
continue # -> $B4
}
$B6: { # false
store %GLF_live0i, 0i
loop [b: $B7] { # loop_2
$B7: { # body
%x_47:bool = let true
%18:bool = load %x_42
if %18 [t: $B8] { # if_2
$B8: { # true
exit_loop # loop_2
}
}
ret 1i
}
}
%19:bool = load %x_42
if %19 [t: $B9] { # if_3
$B9: { # true
loop [b: $B10] { # loop_3
$B10: { # body
ret 1i
}
}
exit_if # if_3
}
}
store %x_11_phi, %x_10
continue # -> $B4
}
}
unreachable
}
$B4: { # continuing
%20:i32 = load %x_11_phi
store %x_11, %20
%21:i32 = load %x_11
store %x_10_phi, %21
break_if true # -> [t: exit_loop loop_1, f: $B3]
}
}
%22:i32 = load %x_11
ret %22
}
}
%main_1 = func():void {
$B11: {
%24:i32 = call %performPartition_
%x_9:i32 = let %24
ret
}
}
%tint_symbol = @fragment func():main_out {
$B12: {
%27:void = call %main_1
%28:vec4<f32> = load %x_GLF_color
%29:main_out = construct %28
ret %29
}
}
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. *
********************************************************************