blob: ceaea818ac70e52b867b30fedeecb8cf63bae348 [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, 3> @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_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%x_32_phi:ptr<function, i32, read_write> = var
%5:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%6:i32 = load %5
%x_24:i32 = let %6
%8:f32 = convert %x_24
%x_25:f32 = let %8
%10:vec4<f32> = construct %x_25, %x_25, %x_25, %x_25
store %x_GLF_color, %10
%11:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%12:i32 = load %11
%x_28:i32 = let %12
%14:u32 = bitcast %x_28
%15:u32 = and %14, 31u
%16:i32 = shl %x_28, %15
%17:u32 = and 1u, 31u
%18:i32 = shr %16, %17
%x_30:i32 = let %18
store %x_32_phi, %x_24
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%20:i32 = load %x_32_phi
%x_32:i32 = let %20
%22:bool = lt %x_30, 10i
if %22 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%x_33:ptr<function, i32, read_write> = var
%24:i32 = add %x_32, 1i
store %x_33, %24
%25:ptr<uniform, i32, read> = access %x_5, 0u, 2i, 0u
%26:i32 = load %25
%x_39:i32 = let %26
%28:i32 = load %x_33
%29:i32 = let %28
%30:i32 = bitcast %x_39
%31:bool = eq %29, %30
if %31 [t: $B7] { # if_2
$B7: { # true
%32:f32 = convert %x_28
%x_43:f32 = let %32
%34:vec4<f32> = construct %x_43, %x_25, %x_25, %x_43
store %x_GLF_color, %34
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%35:i32 = load %x_33
store %x_32_phi, %35
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
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. *
********************************************************************