blob: 4b270a722a48b9097d798f5a9de6c94d561d5b80 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
StructType = struct @align(16) {
col:vec3<f32> @offset(0)
bbbb:vec4<bool> @offset(16)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%x_33:ptr<function, StructType, read_write> = var
%x_9:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%x_42:ptr<function, StructType, read_write> = var
%x_10:ptr<function, i32, read_write> = var
store %x_33, StructType(vec3<f32>(0.0f), vec4<bool>(false))
store %x_9, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_34:ptr<function, StructType, read_write> = var
%x_7:ptr<function, i32, read_write> = var
%11:ptr<uniform, vec2<f32>, read> = access %x_5, 0u
%12:f32 = load_vector_element %11, 1u
%13:i32 = call %tint_f32_to_i32, %12
store %x_38, %13
%15:i32 = load %x_9
%16:i32 = load %x_38
%17:bool = lt %15, %16
if %17 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%18:StructType = load %x_33
store %x_34, %18
%19:ptr<function, vec3<f32>, read_write> = access %x_34, 0u
store %19, vec3<f32>(1.0f, 0.0f, 0.0f)
%20:i32 = load %x_9
%21:i32 = add %20, 1i
store %x_7, %21
%22:StructType = load %x_34
store %x_33, %22
%23:i32 = load %x_7
store %x_9, %23
next_iteration # -> $B3
}
}
%24:StructType = load %x_33
store %x_42, %24
store %x_10, 0i
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%x_43:ptr<function, StructType, read_write> = var
%x_8:ptr<function, i32, read_write> = var
%27:i32 = load %x_10
%28:i32 = load %x_38
%29:bool = lt %27, %28
if %29 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
continue # -> $B8
}
$B8: { # continuing
%30:StructType = load %x_42
store %x_43, %30
%31:ptr<function, vec3<f32>, read_write> = access %x_43, 0u
store %31, vec3<f32>(1.0f, 0.0f, 0.0f)
%32:i32 = load %x_10
%33:i32 = add %32, 1i
store %x_8, %33
%34:StructType = load %x_43
store %x_42, %34
%35:i32 = load %x_8
store %x_10, %35
next_iteration # -> $B7
}
}
%36:ptr<function, vec3<f32>, read_write> = access %x_42, 0u
%37:vec3<f32> = load %36
%x_47:vec3<f32> = let %37
%39:f32 = access %x_47, 0u
%40:f32 = access %x_47, 1u
%41:f32 = access %x_47, 2u
%42:vec4<f32> = construct %39, %40, %41, 1.0f
store %x_GLF_color, %42
ret
}
}
%tint_symbol = @fragment func():main_out {
$B11: {
%44:void = call %main_1
%45:vec4<f32> = load %x_GLF_color
%46:main_out = construct %45
ret %46
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B12: {
%48:i32 = convert %value
%49:bool = gte %value, -2147483648.0f
%50:i32 = select -2147483648i, %48, %49
%51:bool = lte %value, 2147483520.0f
%52:i32 = select 2147483647i, %50, %51
ret %52
}
}
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. *
********************************************************************