blob: ae42a9a2d5a2877c4360ca1e69d59a511a772a73 [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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # 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: {
%i:ptr<function, i32, read_write> = var
%A:ptr<function, array<i32, 2>, read_write> = var
%a:ptr<function, i32, read_write> = var
%7:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%8:i32 = load %7
%x_30:i32 = let %8
store %i, %x_30
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%10:i32 = load %i
%x_35:i32 = let %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%13:i32 = load %12
%x_37:i32 = let %13
%15:bool = lt %x_35, %x_37
if %15 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%16:i32 = load %i
%x_40:i32 = let %16
%18:i32 = load %i
%x_41:i32 = let %18
%20:ptr<function, i32, read_write> = access %A, %x_40
store %20, %x_41
continue # -> $B4
}
$B4: { # continuing
%21:i32 = load %i
%x_43:i32 = let %21
%23:i32 = add %x_43, 1i
store %i, %23
next_iteration # -> $B3
}
}
%24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%25:i32 = load %24
%x_46:i32 = let %25
%27:ptr<function, i32, read_write> = access %A, %x_46
%28:i32 = load %27
%x_48:i32 = let %28
%30:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%31:i32 = load %30
%x_51:i32 = let %31
%33:ptr<function, i32, read_write> = access %A, %x_51
%34:i32 = load %33
%x_53:i32 = let %34
%36:i32 = complement %x_48
%37:i32 = complement %x_53
%38:i32 = min %36, %37
store %a, %38
%39:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%40:i32 = load %39
%x_57:i32 = let %40
%42:f32 = convert %x_57
%x_58:f32 = let %42
%44:vec4<f32> = construct %x_58, %x_58, %x_58, %x_58
store %x_GLF_color, %44
%45:i32 = load %a
%x_60:i32 = let %45
%47:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%48:i32 = load %47
%x_62:i32 = let %48
%50:i32 = negation %x_62
%51:bool = eq %x_60, %50
if %51 [t: $B7] { # if_2
$B7: { # true
%52:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%53:i32 = load %52
%x_68:i32 = let %53
%55:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%56:i32 = load %55
%x_71:i32 = let %56
%58:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%59:i32 = load %58
%x_74:i32 = let %59
%61:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%62:i32 = load %61
%x_77:i32 = let %62
%64:f32 = convert %x_68
%65:f32 = let %64
%66:f32 = convert %x_71
%67:f32 = let %66
%68:f32 = convert %x_74
%69:f32 = let %68
%70:f32 = convert %x_77
%71:vec4<f32> = construct %65, %67, %69, %70
store %x_GLF_color, %71
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B8: {
%73:void = call %main_1
%74:vec4<f32> = load %x_GLF_color
%75:main_out = construct %74
ret %75
}
}
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. *
********************************************************************