blob: abede91a44ba2f50576bba6034a1b4fc94305fd9 [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, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%color:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%k:ptr<function, i32, read_write> = var
store %color, vec4<f32>(1.0f)
%9:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%10:i32 = load %9
store %i, %10
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_47:i32 = load %i
switch %x_47 [c: (2i, %b7), c: (1i, %b8), c: (default, %b9)] { # switch_1
%b7 = block { # case
%x_83:i32 = load %i
%17:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%18:f32 = load %17
store_vector_element %color, %x_83, %18
exit_switch # switch_1
}
%b8 = block { # case
%19:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%20:i32 = load %19
store %j, %20
loop [b: %b10, c: %b11] { # loop_2
%b10 = block { # body
%21:i32 = load %i
%22:i32 = load %i
%23:bool = gt %21, %22
if %23 [t: %b12, f: %b13] { # if_2
%b12 = block { # true
exit_if # if_2
}
%b13 = block { # false
exit_loop # loop_2
}
}
%24:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%25:i32 = load %24
store %k, %25
loop [b: %b14, c: %b15] { # loop_3
%b14 = block { # body
%26:i32 = load %k
%27:i32 = load %i
%28:bool = lt %26, %27
if %28 [t: %b16, f: %b17] { # if_3
%b16 = block { # true
exit_if # if_3
}
%b17 = block { # false
exit_loop # loop_3
}
}
%x_71:i32 = load %k
%30:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%31:f32 = load %30
store_vector_element %color, %x_71, %31
continue %b15
}
%b15 = block { # continuing
%32:i32 = load %k
%33:i32 = add %32, 1i
store %k, %33
next_iteration %b14
}
}
continue %b11
}
%b11 = block { # continuing
%34:i32 = load %j
%35:i32 = add %34, 1i
store %j, %35
next_iteration %b10
}
}
%x_79:i32 = load %i
%37:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u
%38:f32 = load %37
store_vector_element %color, %x_79, %38
exit_switch # switch_1
}
%b9 = block { # case
exit_switch # switch_1
}
}
continue %b4
}
%b4 = block { # continuing
%39:i32 = load %i
%40:i32 = add %39, 1i
store %i, %40
next_iteration %b3
}
}
%41:vec4<f32> = load %color
store %x_GLF_color, %41
ret
}
}
%tint_symbol = @fragment func():main_out -> %b18 {
%b18 = block {
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************