blob: b07711a81694d1a7441d20f385dee3f97b6ec994 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%g:ptr<private, i32, read_write> = var
%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 {
%a:ptr<function, i32, read_write> = var
store %g, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%6:i32 = load %g
%7:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%8:f32 = load_vector_element %7, 0u
%9:f32 = add %8, 2.0f
%10:i32 = convert %9
%11:bool = lt %6, %10
if %11 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%12:i32 = load %g
%13:i32 = add %12, 1i
store %g, %13
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%14:i32 = load %g
store %a, %14
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%15:i32 = load %g
%16:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%17:f32 = load_vector_element %16, 1u
%18:i32 = convert %17
%19:bool = lt %15, %18
if %19 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%20:i32 = load %g
%21:i32 = add %20, 1i
store %g, %21
continue %b8
}
%b8 = block { # continuing
next_iteration %b7
}
}
%22:i32 = load %a
store %a, %22
%23:i32 = load %a
%24:bool = eq %23, 2i
if %24 [t: %b11, f: %b12] { # if_3
%b11 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
%b12 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = block {
%26:void = call %main_1
%27:vec4<f32> = load %x_GLF_color
%28:main_out = construct %27
ret %28
}
}
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. *
********************************************************************