blob: 4ab269b9fdbdefb89bf7cbb44be8185a87331888 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = 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: { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10: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
%b:ptr<function, f32, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%9:i32 = load %8
%x_34:i32 = let %9
store %a, %x_34
%11:i32 = load %a
%x_35:i32 = let %11
%13:i32 = add %x_35, 1i
store %a, %13
%14:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%15:i32 = load %14
%x_38:i32 = let %15
store %i, %x_38
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%17:i32 = load %i
%x_43:i32 = let %17
%19:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%20:i32 = load %19
%x_45:i32 = let %20
%22:bool = lt %x_43, %x_45
if %22 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%23:i32 = load %i
%x_48:i32 = let %23
%25:i32 = load %a
%x_50:i32 = let %25
%27:f32 = convert %x_48
%28:i32 = negation %x_50
%29:f32 = ldexp %27, %28
store %b, %29
continue # -> $B4
}
$B4: { # continuing
%30:i32 = load %i
%x_53:i32 = let %30
%32:i32 = add %x_53, 1i
store %i, %32
next_iteration # -> $B3
}
}
%33:f32 = load %b
%x_55:f32 = let %33
%35:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%36:f32 = load %35
%x_57:f32 = let %36
%38:bool = eq %x_55, %x_57
if %38 [t: $B7, f: $B8] { # if_2
$B7: { # true
%39:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%40:i32 = load %39
%x_63:i32 = let %40
%42:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%43:i32 = load %42
%x_66:i32 = let %43
%45:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%46:i32 = load %45
%x_69:i32 = let %46
%48:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%49:i32 = load %48
%x_72:i32 = let %49
%51:f32 = convert %x_63
%52:f32 = let %51
%53:f32 = convert %x_66
%54:f32 = let %53
%55:f32 = convert %x_69
%56:f32 = let %55
%57:f32 = convert %x_72
%58:vec4<f32> = construct %52, %54, %56, %57
store %x_GLF_color, %58
exit_if # if_2
}
$B8: { # false
%59:f32 = load %b
%x_75:f32 = let %59
%61:vec4<f32> = construct %x_75, %x_75, %x_75, %x_75
store %x_GLF_color, %61
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_color
%65:main_out = construct %64
ret %65
}
}
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. *
********************************************************************