blob: d9f5c7915642c4bb33c6e19525b5382a7b5b85f5 [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, 4> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%7:i32 = load %6
store %a, %7
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%8:i32 = load %i
%9:bool = lt %8, 3i
if %9 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%12:i32 = load %11
%13:bool = eq %10, %12
if %13 [t: $B7, f: $B8] { # if_2
$B7: { # true
%14:i32 = load %a
%15:i32 = add %14, 1i
store %a, %15
exit_if # if_2
}
$B8: { # false
%16:i32 = load %a
%17:i32 = load %i
%18:i32 = call %tint_div_i32, %16, %17
store %a, %18
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
%20:i32 = load %i
%21:i32 = add %20, 1i
store %i, %21
next_iteration # -> $B3
}
}
%22:i32 = load %a
%23:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%24:i32 = load %23
%25:bool = eq %22, %24
if %25 [t: $B9, f: $B10] { # if_3
$B9: { # true
%26:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:f32 = let %28
%30:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:f32 = let %32
%34:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:f32 = let %36
%38:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %29, %33, %37, %40
store %x_GLF_color, %41
exit_if # if_3
}
$B10: { # false
%42:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %44
store %x_GLF_color, %45
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B12: {
%52:bool = eq %rhs, 0i
%53:bool = eq %lhs, -2147483648i
%54:bool = eq %rhs, -1i
%55:bool = and %53, %54
%56:bool = or %52, %55
%57:i32 = select %rhs, 1i, %56
%58:i32 = div %lhs, %57
ret %58
}
}
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. *
********************************************************************