blob: f585fdad4c8944a9f78e7376771d361fac812b71 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 {
%b2 = block {
%i:ptr<function, i32, read_write> = var
%GLF_dead5cols:ptr<function, i32, read_write> = var
%GLF_dead5rows:ptr<function, i32, read_write> = var
%GLF_dead5c:ptr<function, i32, read_write> = var
%GLF_dead5r:ptr<function, i32, read_write> = var
%msb10:ptr<function, i32, read_write> = var
%donor_replacementGLF_dead5sums:ptr<function, array<f32, 9>, read_write> = var
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%12:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%13:f32 = load_vector_element %12, 0u
%14:i32 = convert %13
%15:bool = gte %11, %14
if %15 [t: %b5] { # if_1
%b5 = block { # true
exit_loop # loop_1
}
}
%16:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%17:f32 = load_vector_element %16, 1u
%18:bool = gt 0.0f, %17
if %18 [t: %b6] { # if_2
%b6 = block { # true
store %GLF_dead5cols, 2i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%19:i32 = load %GLF_dead5cols
%20:bool = lte %19, 4i
if %20 [t: %b9, f: %b10] { # if_3
%b9 = block { # true
exit_if # if_3
}
%b10 = block { # false
exit_loop # loop_2
}
}
store %GLF_dead5rows, 2i
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%21:i32 = load %GLF_dead5rows
%22:bool = lte %21, 4i
if %22 [t: %b13, f: %b14] { # if_4
%b13 = block { # true
exit_if # if_4
}
%b14 = block { # false
exit_loop # loop_3
}
}
store %GLF_dead5c, 0i
loop [b: %b15, c: %b16] { # loop_4
%b15 = block { # body
%23:i32 = load %GLF_dead5c
%24:i32 = load %GLF_dead5cols
%25:bool = lt %23, %24
if %25 [t: %b17, f: %b18] { # if_5
%b17 = block { # true
exit_if # if_5
}
%b18 = block { # false
exit_loop # loop_4
}
}
store %GLF_dead5r, 0i
loop [b: %b19, c: %b20] { # loop_5
%b19 = block { # body
%26:i32 = load %GLF_dead5r
%27:i32 = load %GLF_dead5rows
%28:bool = lt %26, %27
if %28 [t: %b21, f: %b22] { # if_6
%b21 = block { # true
exit_if # if_6
}
%b22 = block { # false
exit_loop # loop_5
}
}
%x_87:i32 = load %msb10
switch %x_87 [c: (1i 8i, %b23), c: (default, %b24)] { # switch_1
%b23 = block { # case
%30:i32 = load %msb10
%31:i32 = load %msb10
%32:bool = gte %31, 0i
%33:i32 = load %msb10
%34:bool = lt %33, 9i
%35:bool = and %32, %34
%x_96:i32 = select 0i, %30, %35
%37:ptr<function, f32, read_write> = access %donor_replacementGLF_dead5sums, %x_96
%38:ptr<function, f32, read_write> = access %donor_replacementGLF_dead5sums, %x_96
%39:f32 = load %38
%40:f32 = add %39, 1.0f
store %37, %40
exit_switch # switch_1
}
%b24 = block { # case
exit_switch # switch_1
}
}
continue %b20
}
%b20 = block { # continuing
%41:i32 = load %GLF_dead5r
%42:i32 = add %41, 1i
store %GLF_dead5r, %42
next_iteration %b19
}
}
continue %b16
}
%b16 = block { # continuing
%43:i32 = load %GLF_dead5c
%44:i32 = add %43, 1i
store %GLF_dead5c, %44
next_iteration %b15
}
}
%45:i32 = load %msb10
%46:i32 = add %45, 1i
store %msb10, %46
continue %b12
}
%b12 = block { # continuing
%47:i32 = load %GLF_dead5rows
%48:i32 = add %47, 1i
store %GLF_dead5rows, %48
next_iteration %b11
}
}
continue %b8
}
%b8 = block { # continuing
%49:i32 = load %GLF_dead5cols
%50:i32 = add %49, 1i
store %GLF_dead5cols, %50
next_iteration %b7
}
}
exit_if # if_2
}
}
%51:i32 = load %i
%52:i32 = add %51, 1i
store %i, %52
continue %b4
}
%b4 = block { # continuing
%x_113:i32 = load %i
%54:bool = lt %x_113, 200i
%55:bool = eq %54, false
break_if %55 %b3
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out -> %b25 {
%b25 = block {
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************