blob: d8b15a3fdf15d057a0f8d1f538cde7bcc22464da [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 3> @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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%f:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%a:ptr<function, f32, read_write> = var
%8:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%9:f32 = load %8
store %f, %9
%10:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%11:i32 = load %10
store %i, %11
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%14:i32 = load %13
%15:bool = gt %12, %14
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%16:i32 = load %i
%17:f32 = convert %16
%18:f32 = max 1.0f, %17
%19:f32 = sub 1.0f, %18
store %a, %19
%20:f32 = load %a
%21:f32 = max %20, 0.0f
%22:f32 = min %21, 0.0f
store %f, %22
continue # -> $B4
}
$B4: { # continuing
%23:i32 = load %i
%24:i32 = sub %23, 1i
store %i, %24
next_iteration # -> $B3
}
}
%25:f32 = load %f
%26:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%27:f32 = load %26
%28:bool = eq %25, %27
if %28 [t: $B7, f: $B8] { # if_2
$B7: { # true
%29:ptr<uniform, i32, read> = access %x_9, 0u, 2i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:f32 = let %31
%33:f32 = load %f
%34:f32 = let %33
%35:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %32, %34, %37, 1.0f
store %x_GLF_color, %38
exit_if # if_2
}
$B8: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
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. *
********************************************************************