blob: 08719139f5ff269a3e7c81779de9694dbba3b38b [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = 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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%returnRed_ = func():vec4<f32> {
$B2: {
%x_33:ptr<function, bool, read_write> = var, false
%x_34:ptr<function, vec4<f32>, read_write> = var
%x_48:ptr<function, vec4<f32>, read_write> = var
%x_51:ptr<function, vec4<f32>, read_write> = var
loop [b: $B3] { # loop_1
$B3: { # body
%x_49:ptr<function, bool, read_write> = var
loop [b: $B4, c: $B5] { # loop_2
$B4: { # body
%9:ptr<uniform, i32, read> = access %x_6, 0u
%10:i32 = load %9
%11:bool = eq %10, 1i
if %11 [t: $B6] { # if_1
$B6: { # true
store %x_33, true
store %x_34, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %x_48, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %x_49, true
exit_loop # loop_2
}
}
continue # -> $B5
}
$B5: { # continuing
store %x_48, vec4<f32>(0.0f)
store %x_49, false
break_if true # -> [t: exit_loop loop_2, f: $B4]
}
}
%12:vec4<f32> = load %x_48
store %x_51, %12
%13:bool = load %x_49
if %13 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
store %x_33, true
store %x_34, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %x_51, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_loop # loop_1
}
}
%14:vec4<f32> = load %x_51
ret %14
}
}
%main_1 = func():void {
$B8: {
loop [b: $B9, c: $B10] { # loop_3
$B9: { # body
%16:vec4<f32> = call %returnRed_
%x_30:vec4<f32> = let %16
store %x_GLF_color, %x_30
if false [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_3
}
}
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B13: {
%19:void = call %main_1
%20:vec4<f32> = load %x_GLF_color
%21:main_out = construct %20
ret %21
}
}
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. *
********************************************************************