| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # 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: { |
| %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: { # 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: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %15:i32 = load %i |
| %x_47:i32 = let %15 |
| switch %x_47 [c: (2i, $B7), c: (1i, $B8), c: (default, $B9)] { # switch_1 |
| $B7: { # case |
| %17:i32 = load %i |
| %x_83:i32 = let %17 |
| %19:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u |
| %20:f32 = load %19 |
| store_vector_element %color, %x_83, %20 |
| exit_switch # switch_1 |
| } |
| $B8: { # case |
| %21:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %22:i32 = load %21 |
| store %j, %22 |
| loop [b: $B10, c: $B11] { # loop_2 |
| $B10: { # body |
| %23:i32 = load %i |
| %24:i32 = load %i |
| %25:bool = gt %23, %24 |
| if %25 [t: $B12, f: $B13] { # if_2 |
| $B12: { # true |
| exit_if # if_2 |
| } |
| $B13: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %26:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u |
| %27:i32 = load %26 |
| store %k, %27 |
| loop [b: $B14, c: $B15] { # loop_3 |
| $B14: { # body |
| %28:i32 = load %k |
| %29:i32 = load %i |
| %30:bool = lt %28, %29 |
| if %30 [t: $B16, f: $B17] { # if_3 |
| $B16: { # true |
| exit_if # if_3 |
| } |
| $B17: { # false |
| exit_loop # loop_3 |
| } |
| } |
| %31:i32 = load %k |
| %x_71:i32 = let %31 |
| %33:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u |
| %34:f32 = load %33 |
| store_vector_element %color, %x_71, %34 |
| continue # -> $B15 |
| } |
| $B15: { # continuing |
| %35:i32 = load %k |
| %36:i32 = add %35, 1i |
| store %k, %36 |
| next_iteration # -> $B14 |
| } |
| } |
| continue # -> $B11 |
| } |
| $B11: { # continuing |
| %37:i32 = load %j |
| %38:i32 = add %37, 1i |
| store %j, %38 |
| next_iteration # -> $B10 |
| } |
| } |
| %39:i32 = load %i |
| %x_79:i32 = let %39 |
| %41:ptr<uniform, f32, read> = access %x_11, 0u, 0i, 0u |
| %42:f32 = load %41 |
| store_vector_element %color, %x_79, %42 |
| exit_switch # switch_1 |
| } |
| $B9: { # case |
| exit_switch # switch_1 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %43:i32 = load %i |
| %44:i32 = add %43, 1i |
| store %i, %44 |
| next_iteration # -> $B3 |
| } |
| } |
| %45:vec4<f32> = load %color |
| store %x_GLF_color, %45 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B18: { |
| %47:void = call %main_1 |
| %48:vec4<f32> = load %x_GLF_color |
| %49:main_out = construct %48 |
| ret %49 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |