blob: af8def1e0f54d8dd50bf058462653e9354e164b7 [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)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_5: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 {
%x_23:ptr<function, i32, read_write> = var
%x_27:ptr<function, i32, read_write> = var
%x_37:ptr<function, i32, read_write> = var
%x_45:ptr<function, i32, read_write> = var
store %x_23, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_24:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%10:i32 = load %9
store %x_27, %10
%11:i32 = load %x_23
%12:i32 = load %x_27
%13:i32 = sub 100i, %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
}
}
continue %b4
}
%b4 = block { # continuing
%15:i32 = load %x_23
%16:i32 = add %15, 1i
store %x_24, %16
%17:i32 = load %x_24
store %x_23, %17
next_iteration %b3
}
}
%x_40:ptr<function, i32, read_write> = var
%19:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%x_32:i32 = load %19
store %x_45, 1i
%21:bool = eq %x_32, 0i
if %21 [t: %b7] { # if_2
%b7 = block { # true
store %x_37, 1i
%22:i32 = load %x_23
store %x_40, %22
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
%x_41:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%25:i32 = load %x_40
%26:bool = lt %25, 100i
if %26 [t: %b10, f: %b11] { # if_3
%b10 = block { # true
exit_if # if_3
}
%b11 = block { # false
exit_loop # loop_2
}
}
continue %b9
}
%b9 = block { # continuing
%27:i32 = load %x_40
%28:i32 = add %27, 1i
store %x_41, %28
%29:i32 = load %x_37
%30:i32 = load %x_37
%31:i32 = sub 1i, %30
%32:i32 = mul %29, %31
store %x_38, %32
%33:i32 = load %x_38
store %x_37, %33
%34:i32 = load %x_41
store %x_40, %34
next_iteration %b8
}
}
%35:i32 = load %x_37
store %x_45, %35
exit_if # if_2
}
}
%36:i32 = load %x_45
%37:bool = eq %36, %x_32
if %37 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
%38:i32 = load %x_27
%x_50:f32 = convert %38
%x_51:f32 = convert %x_32
%41:vec4<f32> = construct %x_50, %x_51, %x_51, %x_50
store %x_GLF_color, %41
exit_if # if_4
}
%b13 = block { # false
%42:f32 = convert %x_32
%43:vec4<f32> = construct %42
store %x_GLF_color, %43
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b14 {
%b14 = block {
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************