blob: 721ee9c374d37836ae9dbdc2c6647c028b1d5345 [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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%GLF_live12c5:ptr<function, bool, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%5:ptr<uniform, vec2<f32>, read> = access %x_5, 0u
%6:f32 = load_vector_element %5, 1u
%x_31:f32 = let %6
%8:bool = lt %x_31, 0.0f
if %8 [t: $B5] { # if_1
$B5: { # true
store %GLF_live12c5, false
%9:bool = load %GLF_live12c5
%x_35:bool = let %9
if %x_35 [t: $B6, f: $B7] { # if_2
$B6: { # true
continue # -> $B4
}
$B7: { # false
continue # -> $B4
}
}
exit_if # if_1
}
}
exit_loop # loop_1
}
$B4: { # continuing
break_if true # -> [t: exit_loop loop_1, f: $B3]
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%12:void = call %main_1
%13:vec4<f32> = load %x_GLF_color
%14:main_out = construct %13
ret %14
}
}
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. *
********************************************************************