blob: 8ac4bd7ab9acb54aa3d9a3e525608c1f85b755ea [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%x_23:ptr<function, i32, read_write> = var
%x_27:ptr<function, i32, read_write> = var
%x_37:ptr<function, i32, read_write> = var
%x_45:ptr<function, i32, read_write> = var
store %x_23, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_24:ptr<function, i32, read_write> = var
%9:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%10:i32 = load %9
store %x_27, %10
%11:i32 = load %x_23
%12:i32 = load %x_27
%13:i32 = sub 100i, %12
%14:bool = lt %11, %13
if %14 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%15:i32 = load %x_23
%16:i32 = add %15, 1i
store %x_24, %16
%17:i32 = load %x_24
store %x_23, %17
next_iteration # -> $B3
}
}
%x_40:ptr<function, i32, read_write> = var
%19:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%20:i32 = load %19
%x_32:i32 = let %20
store %x_45, 1i
%22:bool = eq %x_32, 0i
if %22 [t: $B7] { # if_2
$B7: { # true
store %x_37, 1i
%23:i32 = load %x_23
store %x_40, %23
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%x_41:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%26:i32 = load %x_40
%27:bool = lt %26, 100i
if %27 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
continue # -> $B9
}
$B9: { # continuing
%28:i32 = load %x_40
%29:i32 = add %28, 1i
store %x_41, %29
%30:i32 = load %x_37
%31:i32 = load %x_37
%32:i32 = sub 1i, %31
%33:i32 = mul %30, %32
store %x_38, %33
%34:i32 = load %x_38
store %x_37, %34
%35:i32 = load %x_41
store %x_40, %35
next_iteration # -> $B8
}
}
%36:i32 = load %x_37
store %x_45, %36
exit_if # if_2
}
}
%37:i32 = load %x_45
%38:bool = eq %37, %x_32
if %38 [t: $B12, f: $B13] { # if_4
$B12: { # true
%39:i32 = load %x_27
%40:f32 = convert %39
%x_50:f32 = let %40
%42:f32 = convert %x_32
%x_51:f32 = let %42
%44:vec4<f32> = construct %x_50, %x_51, %x_51, %x_50
store %x_GLF_color, %44
exit_if # if_4
}
$B13: { # false
%45:f32 = convert %x_32
%46:vec4<f32> = construct %45
store %x_GLF_color, %46
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%48:void = call %main_1
%49:vec4<f32> = load %x_GLF_color
%50:main_out = construct %49
ret %50
}
}
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. *
********************************************************************