blob: e2b533910fc4956eb4c8fd8da88c9b1ed66445b6 [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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7: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 {
%a:ptr<function, i32, read_write> = var
%sum:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 65536i
%7:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%8:i32 = load %7
store %sum, %8
%9:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%10:i32 = load %9
%11:bool = eq 1i, %10
if %11 [t: %b3] { # if_1
%b3 = block { # true
%12:i32 = load %a
%13:i32 = sub %12, 1i
store %a, %13
exit_if # if_1
}
}
store %i, 0i
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%14:i32 = load %i
%15:i32 = load %a
%16:bool = lt %14, %15
if %16 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%17:i32 = load %sum
%18:i32 = load %i
%19:i32 = add %17, %18
store %sum, %19
continue %b5
}
%b5 = block { # continuing
%20:i32 = load %i
%21:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%22:i32 = load %21
%23:i32 = add %20, %22
store %i, %23
next_iteration %b4
}
}
%24:i32 = load %sum
%25:ptr<uniform, i32, read> = access %x_7, 0u, 3i, 0u
%26:i32 = load %25
%27:bool = eq %24, %26
if %27 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%28:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%29:i32 = load %28
%30:f32 = convert %29
%31:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:vec4<f32> = construct %30, %33, %36, %39
store %x_GLF_color, %40
exit_if # if_3
}
%b9 = block { # false
%41:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:vec4<f32> = construct %43
store %x_GLF_color, %44
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%46:void = call %main_1
%47:vec4<f32> = load %x_GLF_color
%48:main_out = construct %47
ret %48
}
}
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. *
********************************************************************