blob: 05da0e522a149eb11726c77b83a17d4f301e002b [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_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, 1i, 0u
%7:i32 = load %6
%x_26:i32 = let %7
store %a, %x_26
%9:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%10:i32 = load %9
%x_28:i32 = let %10
store %i, %x_28
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%12:i32 = load %i
%x_33:i32 = let %12
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%x_35:i32 = let %15
%17:bool = lt %x_33, %x_35
if %17 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%18:i32 = load %i
%x_38:i32 = let %18
%20:i32 = complement %x_38
%21:bool = neq %20, 0i
if %21 [t: $B7] { # if_2
$B7: { # true
%22:i32 = load %a
%x_43:i32 = let %22
%24:i32 = add %x_43, 1i
store %a, %24
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
%25:i32 = load %i
%x_45:i32 = let %25
%27:i32 = add %x_45, 1i
store %i, %27
next_iteration # -> $B3
}
}
%28:i32 = load %a
%x_47:i32 = let %28
%30:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%31:i32 = load %30
%x_49:i32 = let %31
%33:bool = eq %x_47, %x_49
if %33 [t: $B8, f: $B9] { # if_3
$B8: { # true
%34:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%35:i32 = load %34
%x_55:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%38:i32 = load %37
%x_58:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%41:i32 = load %40
%x_61:i32 = let %41
%43:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%44:i32 = load %43
%x_64:i32 = let %44
%46:f32 = convert %x_55
%47:f32 = let %46
%48:f32 = convert %x_58
%49:f32 = let %48
%50:f32 = convert %x_61
%51:f32 = let %50
%52:f32 = convert %x_64
%53:vec4<f32> = construct %47, %49, %51, %52
store %x_GLF_color, %53
exit_if # if_3
}
$B9: { # false
%54:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%55:i32 = load %54
%x_68:i32 = let %55
%57:f32 = convert %x_68
%x_69:f32 = let %57
%59:vec4<f32> = construct %x_69, %x_69, %x_69, %x_69
store %x_GLF_color, %59
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B10: {
%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. *
********************************************************************