blob: 0fbd9c042d91ebaab01857e728c131e88afb1a22 [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 4> @offset(0)
}
buf1 = struct @align(4) {
zero:i32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%6:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%7:i32 = load %6
%8:f32 = convert %7
%9:f32 = let %8
%10:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%11:i32 = load %10
%12:f32 = convert %11
%13:f32 = let %12
%14:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%15:i32 = load %14
%16:f32 = convert %15
%17:f32 = let %16
%18:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:vec4<f32> = construct %9, %13, %17, %20
store %x_GLF_color, %21
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%22:ptr<uniform, i32, read> = access %x_7, 0u
%23:i32 = load %22
%24:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%25:i32 = load %24
%26:bool = eq %23, %25
if %26 [t: $B5] { # if_1
$B5: { # true
continue # -> $B4
}
}
%27:ptr<uniform, i32, read> = access %x_7, 0u
%28:i32 = load %27
%29:ptr<uniform, i32, read> = access %x_5, 0u, 2i, 0u
%30:i32 = load %29
%31:bool = eq %28, %30
if %31 [t: $B6] { # if_2
$B6: { # true
exit_loop # loop_1
}
}
%32:ptr<uniform, i32, read> = access %x_7, 0u
%33:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_5, 0u, 3i, 0u
%35:i32 = load %34
%36:bool = eq %33, %35
if %36 [t: $B7] { # if_3
$B7: { # true
store %continue_execution, false
exit_if # if_3
}
}
ret
}
$B4: { # continuing
break_if true # -> [t: exit_loop loop_1, f: $B3]
}
}
%37:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:vec4<f32> = construct %39
store %x_GLF_color, %40
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
%45:bool = load %continue_execution
%46:bool = eq %45, false
if %46 [t: $B9] { # if_4
$B9: { # true
terminate_invocation
}
}
ret %44
}
}
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. *
********************************************************************