blob: b83f01346d14094f70e6020e0ac9e41253b15c21 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @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_23:ptr<function, i32, read_write> = var
%x_27:ptr<function, i32, read_write> = var
%x_37:ptr<function, i32, read_write> = var
%x_23_phi:ptr<function, i32, read_write> = var
%x_45_phi:ptr<function, i32, read_write> = var
store %x_23_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_24:ptr<function, i32, read_write> = var
%10:i32 = load %x_23_phi
store %x_23, %10
%11:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%12:i32 = load %11
store %x_27, %12
%13:i32 = load %x_23
%14:i32 = let %13
%15:i32 = load %x_27
%16:i32 = bitcast %15
%17:i32 = sub 100i, %16
%18:bool = lt %14, %17
if %18 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%19:i32 = load %x_23
%20:i32 = add %19, 1i
%21:i32 = bitcast %20
store %x_24, %21
%22:i32 = load %x_24
store %x_23_phi, %22
next_iteration # -> $B3
}
}
%x_37_phi:ptr<function, i32, read_write> = var
%x_40_phi:ptr<function, i32, read_write> = var
%25:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%26:i32 = load %25
%x_32:i32 = let %26
store %x_45_phi, 1i
%28:bool = eq %x_32, 0i
if %28 [t: $B7] { # if_2
$B7: { # true
store %x_37_phi, 1i
%29:i32 = load %x_23
store %x_40_phi, %29
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%x_41:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%32:i32 = load %x_37_phi
store %x_37, %32
%33:i32 = load %x_40_phi
%x_40:i32 = let %33
%35:bool = lt %x_40, 100i
if %35 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
continue # -> $B9
}
$B9: { # continuing
%36:i32 = add %x_40, 1i
store %x_41, %36
%37:i32 = load %x_37
%38:i32 = let %37
%39:i32 = load %x_37
%40:i32 = bitcast %39
%41:i32 = sub 1i, %40
%42:i32 = bitcast %41
%43:i32 = mul %38, %42
%44:i32 = bitcast %43
store %x_38, %44
%45:i32 = load %x_38
store %x_37_phi, %45
%46:i32 = load %x_41
store %x_40_phi, %46
next_iteration # -> $B8
}
}
%47:i32 = load %x_37
store %x_45_phi, %47
exit_if # if_2
}
}
%48:i32 = load %x_45_phi
%x_45:i32 = let %48
%50:bool = eq %x_45, %x_32
if %50 [t: $B12, f: $B13] { # if_4
$B12: { # true
%51:i32 = load %x_27
%52:f32 = convert %51
%x_50:f32 = let %52
%54:f32 = convert %x_32
%x_51:f32 = let %54
%56:vec4<f32> = construct %x_50, %x_51, %x_51, %x_50
store %x_GLF_color, %56
exit_if # if_4
}
$B13: { # false
%57:f32 = convert %x_32
%x_53:f32 = let %57
%59:vec4<f32> = construct %x_53, %x_53, %x_53, %x_53
store %x_GLF_color, %59
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%61:void = call %main_1
%62:vec4<f32> = load %x_GLF_color
%63:main_out = construct %62
ret %63
}
}
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. *
********************************************************************