blob: e577e4a5e6e58a8c83ff7616fd7c8524a8f90430 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():i32 -> %b2 {
%b2 = block {
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%5:i32 = load %x_GLF_global_loop_count
%6:bool = lt %5, 100i
if %6 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%7:i32 = load %x_GLF_global_loop_count
%8:i32 = add %7, 1i
store %x_GLF_global_loop_count, %8
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_78:i32 = load %9
ret %x_78
}
%b4 = block { # continuing
next_iteration %b3
}
}
%11:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_80:i32 = load %11
ret %x_80
}
}
%main_1 = func():void -> %b7 {
%b7 = block {
%a:ptr<function, i32, read_write> = var
store %x_GLF_global_loop_count, 0i
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
%15:i32 = load %x_GLF_global_loop_count
%16:i32 = add %15, 1i
store %x_GLF_global_loop_count, %16
if false [t: %b10] { # if_2
%b10 = block { # true
ret
}
}
continue %b9
}
%b9 = block { # continuing
%x_39:i32 = load %x_GLF_global_loop_count
%18:bool = lt %x_39, 100i
%19:bool = and true, %18
%20:bool = eq %19, false
break_if %20 %b8
}
}
%x_42:i32 = call %func_
store %a, %x_42
%22:i32 = load %a
%23:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%24:i32 = load %23
%25:bool = eq %22, %24
if %25 [t: %b11, f: %b12] { # if_3
%b11 = block { # true
%26:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %28, %31, %34, %37
store %x_GLF_color, %38
exit_if # if_3
}
%b12 = block { # false
%39:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:vec4<f32> = construct %41
store %x_GLF_color, %42
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = block {
%44:void = call %main_1
%45:vec4<f32> = load %x_GLF_color
%46:main_out = construct %45
ret %46
}
}
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. *
********************************************************************