blob: 5fca3a688b394c9e0392d39fba77926d280ecab0 [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_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 {
%b2 = block {
%v:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%x_36:i32 = load %6
%x_37:f32 = convert %x_36
%9:vec4<f32> = construct %x_37, %x_37, %x_37, %x_37
store %v, %9
%10:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_40:i32 = load %10
store %i, %x_40
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_45:i32 = load %i
%13:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%x_47:i32 = load %13
%15:bool = lt %x_45, %x_47
if %15 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_50:i32 = load %i
%x_51:i32 = load %i
%18:u32 = access vec3<u32>(0u, 1u, 2u), %x_50
%19:f32 = convert %x_51
store_vector_element %v, %18, %19
continue %b4
}
%b4 = block { # continuing
%x_55:i32 = load %i
%21:i32 = add %x_55, 1i
store %i, %21
next_iteration %b3
}
}
%x_57:vec4<f32> = load %v
%23:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_59:i32 = load %23
%25:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_62:i32 = load %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_65:i32 = load %27
%29:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%x_68:i32 = load %29
%31:f32 = convert %x_59
%32:f32 = convert %x_62
%33:f32 = convert %x_65
%34:f32 = convert %x_68
%35:vec4<f32> = construct %31, %32, %33, %34
%36:vec4<bool> = eq %x_57, %35
%37:bool = all %36
if %37 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_77:i32 = load %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_80:i32 = load %40
%42:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_83:i32 = load %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_86:i32 = load %44
%46:f32 = convert %x_77
%47:f32 = convert %x_80
%48:f32 = convert %x_83
%49:f32 = convert %x_86
%50:vec4<f32> = construct %46, %47, %48, %49
store %x_GLF_color, %50
exit_if # if_2
}
%b8 = block { # false
%51:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_90:i32 = load %51
%x_91:f32 = convert %x_90
%54:vec4<f32> = construct %x_91, %x_91, %x_91, %x_91
store %x_GLF_color, %54
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%56:void = call %main_1
%57:vec4<f32> = load %x_GLF_color
%58:main_out = construct %57
ret %58
}
}
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. *
********************************************************************