blob: f0cc32766ff8fd68a949819539a95b3abb4ab8e7 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(16) {
matrix_a_uni:mat4x4<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_8: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:ptr<function, i32, read_write> = var
%matrix_u:ptr<function, vec4<f32>, read_write> = var
%b:ptr<function, i32, read_write> = var
%matrix_b:ptr<function, vec4<f32>, read_write> = var
%x_42:ptr<function, vec4<f32>, read_write> = var
store %x, 4i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_10:i32 = load %x
%10:bool = gte %x_10, 1i
if %10 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_11:i32 = load %x
store_vector_element %matrix_u, %x_11, 1.0f
continue %b4
}
%b4 = block { # continuing
%x_12:i32 = load %x
%13:i32 = sub %x_12, 1i
store %x, %13
next_iteration %b3
}
}
store %b, 4i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%14:ptr<uniform, vec4<f32>, read> = access %x_8, 0u, 0i
%x_55:f32 = load_vector_element %14, 0u
%16:bool = lt %x_55, -1.0f
if %16 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%x_14:i32 = load %b
%x_15:i32 = load %b
%19:bool = gt %x_15, 1i
if %19 [t: %b11, f: %b12] { # if_3
%b11 = block { # true
%x_62:vec4<f32> = load %matrix_b
%x_63:vec4<f32> = load %matrix_b
%22:vec4<f32> = min %x_62, %x_63
store %x_42, %22
exit_if # if_3
}
%b12 = block { # false
%x_65:vec4<f32> = load %matrix_u
store %x_42, %x_65
exit_if # if_3
}
}
%x_67:f32 = load_vector_element %x_42, 1u
store_vector_element %matrix_b, %x_14, %x_67
continue %b8
}
%b8 = block { # continuing
%x_16:i32 = load %b
%26:i32 = sub %x_16, 1i
store %b, %26
next_iteration %b7
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = block {
%28:void = call %main_1
%29:vec4<f32> = load %x_GLF_color
%30:main_out = construct %29
ret %30
}
}
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. *
********************************************************************