blob: 56e53629be199e478676443dca3b0aadc6d56bc2 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(4) {
one:f32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # 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 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%a:ptr<function, i32, read_write> = var
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%v:ptr<function, vec3<f32>, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u
%x_42:f32 = load %10
store %f, %x_42
store %a, 1i
store %b, 0i
store %c, 1i
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_47:i32 = load %i
%13:bool = lt %x_47, 3i
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_50:i32 = load %i
%x_51:f32 = load %f
%x_52:i32 = load %i
%17:f32 = convert %x_52
%18:f32 = add %x_51, %17
store_vector_element %v, %x_50, %18
continue %b4
}
%b4 = block { # continuing
%x_56:i32 = load %i
%20:i32 = add %x_56, 1i
store %i, %20
next_iteration %b3
}
}
%21:ptr<uniform, f32, read> = access %x_6, 0u
%x_59:f32 = load %21
%23:bool = eq %x_59, 1.0f
if %23 [t: %b7] { # if_2
%b7 = block { # true
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
store %x_GLF_color, vec4<f32>(0.0f)
continue %b9
}
%b9 = block { # continuing
%x_67:i32 = load %c
%x_68:i32 = load %a
%x_69:i32 = load %b
%27:i32 = or %x_68, %x_69
%28:i32 = and %x_67, %27
%29:bool = eq %28, 0i
%30:bool = eq %29, false
break_if %30 %b8
}
}
%31:ptr<uniform, f32, read> = access %x_6, 0u
%x_74:f32 = load %31
%33:bool = eq %x_74, 1.0f
if %33 [t: %b10] { # if_3
%b10 = block { # true
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_3
}
}
exit_if # if_2
}
}
%x_79:f32 = load_vector_element %v, 0u
%x_83:f32 = load_vector_element %v, 1u
%x_87:f32 = load_vector_element %v, 2u
%37:bool = eq %x_79, 1.0f
%38:f32 = select 0.0f, 1.0f, %37
%39:bool = eq %x_83, 2.0f
%40:f32 = select 1.0f, 0.0f, %39
%41:bool = eq %x_87, 3.0f
%42:f32 = select 1.0f, 0.0f, %41
%x_90:vec3<f32> = construct %38, %40, %42
%x_91:vec4<f32> = load %x_GLF_color
%45:f32 = access %x_90, 0u
%46:f32 = access %x_90, 1u
%47:f32 = access %x_90, 2u
%48:f32 = access %x_91, 3u
%49:vec4<f32> = construct %45, %46, %47, %48
store %x_GLF_color, %49
store_vector_element %x_GLF_color, 3u, 1.0f
ret
}
}
%tint_symbol = @fragment func():main_out -> %b11 {
%b11 = block {
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
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. *
********************************************************************