blob: 4942fc34c9efa59613dbe73f58e2c62146b4ef61 [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)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():i32 {
$B2: {
%loop_count:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
store %loop_count, 0i
store %x_38, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_45:ptr<function, i32, read_write> = var
%x_39:ptr<function, i32, read_write> = var
%8:i32 = load %x_38
%9:i32 = add %8, 1i
%x_43:i32 = let %9
store %loop_count, %x_43
store %x_45, %x_43
loop [b: $B5, c: $B6] { # loop_2
$B5: { # body
%11:i32 = load %x_45
%12:i32 = add %11, 1i
store %x_39, %12
%13:i32 = load %x_39
store %loop_count, %13
%14:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%15:f32 = load_vector_element %14, 0u
%16:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%17:f32 = load_vector_element %16, 1u
%18:bool = lt %15, %17
if %18 [t: $B7] { # if_1
$B7: { # true
ret 1i
}
}
%19:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%20:f32 = load_vector_element %19, 0u
%21:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%22:f32 = load_vector_element %21, 1u
%23:bool = lt %20, %22
if %23 [t: $B8] { # if_2
$B8: { # true
exit_loop # loop_2
}
}
continue # -> $B6
}
$B6: { # continuing
%24:i32 = load %x_39
store %x_45, %24
%25:i32 = load %x_39
%26:bool = lt %25, 100i
%27:bool = eq %26, false
break_if %27 # -> [t: exit_loop loop_2, f: $B5]
}
}
continue # -> $B4
}
$B4: { # continuing
%28:i32 = load %x_39
store %x_38, %28
%29:i32 = load %x_39
%30:bool = lt %29, 100i
%31:bool = eq %30, false
break_if %31 # -> [t: exit_loop loop_1, f: $B3]
}
}
ret 0i
}
}
%main_1 = func():void {
$B9: {
%33:i32 = call %func_
%x_31:i32 = let %33
%35:bool = eq %x_31, 1i
if %35 [t: $B10, f: $B11] { # if_3
$B10: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
$B11: { # false
store %x_GLF_color, vec4<f32>(1.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B12: {
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
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. *
********************************************************************