blob: e0f4b9bacdcdf33c5422a16ef7e52993d8436469 [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, 3> @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
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%5:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%6:i32 = load %5
%x_26:i32 = let %6
store %a, %x_26
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%9:i32 = load %8
%x_28:i32 = let %9
%11:f32 = convert %x_28
%x_29:f32 = let %11
%13:vec4<f32> = construct %x_29, %x_29, %x_29, %x_29
store %x_GLF_color, %13
loop [b: $B3] { # loop_1
$B3: { # body
%14:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%15:i32 = load %14
%x_36:i32 = let %15
%17:i32 = load %a
%x_37:i32 = let %17
%19:bool = eq %x_36, %x_37
%20:bool = neq %19, true
if %20 [t: $B4, f: $B5] { # if_1
$B4: { # true
exit_if # if_1
}
$B5: { # false
exit_loop # loop_1
}
}
%21:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%22:i32 = load %21
%x_42:i32 = let %22
%24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%25:i32 = load %24
%x_45:i32 = let %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%28:i32 = load %27
%x_48:i32 = let %28
%30:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%31:i32 = load %30
%x_51:i32 = let %31
%33:f32 = convert %x_42
%34:f32 = let %33
%35:f32 = convert %x_45
%36:f32 = let %35
%37:f32 = convert %x_48
%38:f32 = let %37
%39:f32 = convert %x_51
%40:vec4<f32> = construct %34, %36, %38, %39
store %x_GLF_color, %40
exit_loop # loop_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
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. *
********************************************************************