| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(16) { |
| sequence:vec4<i32> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %x_7: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, vec4<i32>, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %sum:ptr<function, i32, read_write> = var |
| store %a, vec4<i32>(0i) |
| store %i, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %7:i32 = load %i |
| %8:ptr<uniform, vec4<i32>, read> = access %x_7, 0u |
| %9:i32 = load_vector_element %8, 3u |
| %10:i32 = add %9, 1i |
| %11:bool = lt %7, %10 |
| if %11 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %12:ptr<uniform, vec4<i32>, read> = access %x_7, 0u |
| %13:i32 = load %i |
| %14:ptr<uniform, vec4<i32>, read> = access %x_7, 0u |
| %15:i32 = load_vector_element %14, 0u |
| %16:i32 = load %i |
| %17:i32 = let %16 |
| %18:i32 = max %13, %15 |
| %19:i32 = min %18, %17 |
| %20:i32 = load_vector_element %12, %19 |
| %21:bool = eq %20, 1i |
| if %21 [t: $B7, f: $B8] { # if_2 |
| $B7: { # true |
| %22:i32 = load %i |
| %x_57:i32 = let %22 |
| store_vector_element %a, %x_57, 5i |
| exit_if # if_2 |
| } |
| $B8: { # false |
| %24:i32 = load %i |
| %x_59:i32 = let %24 |
| %26:i32 = load %i |
| store_vector_element %a, %x_59, %26 |
| exit_if # if_2 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %27:i32 = load %i |
| %28:i32 = add %27, 1i |
| store %i, %28 |
| next_iteration # -> $B3 |
| } |
| } |
| %29:i32 = load_vector_element %a, 0u |
| %30:i32 = load_vector_element %a, 1u |
| %31:i32 = add %29, %30 |
| %32:i32 = load_vector_element %a, 2u |
| %33:i32 = add %31, %32 |
| %34:i32 = load_vector_element %a, 3u |
| %35:i32 = add %33, %34 |
| store %sum, %35 |
| %36:i32 = load %sum |
| %37:bool = eq %36, 10i |
| if %37 [t: $B9, f: $B10] { # if_3 |
| $B9: { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_3 |
| } |
| $B10: { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_3 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B11: { |
| %39:void = call %main_1 |
| %40:vec4<f32> = load %x_GLF_color |
| %41:main_out = construct %40 |
| ret %41 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |