blob: 24369088351200b8f11d24900ddbc23392842365 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 {
%b2 = block {
%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 = block { # 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 = convert %12
store %x_38, %13
%14:i32 = load %x_9
%15:i32 = load %x_38
%16:bool = lt %14, %15
if %16 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%17:StructType = load %x_33
store %x_34, %17
%18:ptr<function, vec3<f32>, read_write> = access %x_34, 0u
store %18, vec3<f32>(1.0f, 0.0f, 0.0f)
%19:i32 = load %x_9
%20:i32 = add %19, 1i
store %x_7, %20
%21:StructType = load %x_34
store %x_33, %21
%22:i32 = load %x_7
store %x_9, %22
next_iteration %b3
}
}
%23:StructType = load %x_33
store %x_42, %23
store %x_10, 0i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%x_43:ptr<function, StructType, read_write> = var
%x_8:ptr<function, i32, read_write> = var
%26:i32 = load %x_10
%27:i32 = load %x_38
%28:bool = lt %26, %27
if %28 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
continue %b8
}
%b8 = block { # continuing
%29:StructType = load %x_42
store %x_43, %29
%30:ptr<function, vec3<f32>, read_write> = access %x_43, 0u
store %30, vec3<f32>(1.0f, 0.0f, 0.0f)
%31:i32 = load %x_10
%32:i32 = add %31, 1i
store %x_8, %32
%33:StructType = load %x_43
store %x_42, %33
%34:i32 = load %x_8
store %x_10, %34
next_iteration %b7
}
}
%35:ptr<function, vec3<f32>, read_write> = access %x_42, 0u
%x_47:vec3<f32> = load %35
%37:f32 = access %x_47, 0u
%38:f32 = access %x_47, 1u
%39:f32 = access %x_47, 2u
%40:vec4<f32> = construct %37, %38, %39, 1.0f
store %x_GLF_color, %40
ret
}
}
%tint_symbol = @fragment func():main_out -> %b11 {
%b11 = block {
%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. *
********************************************************************