blob: eec9f4656015dbb0b1f5faee1e9f2cc3f8ec9214 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 5> @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 {
%a:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<i32, 9>, read_write> = var
%7:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%8:i32 = load %7
store %a, %8
%9:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%10:i32 = load %9
store %i, %10
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%12:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_50:i32 = load %i
%16:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u
%x_52:i32 = load %16
store %indexable, array<i32, 9>(1i, 2i, 3i, 4i, 5i, 6i, 7i, 8i, 9i)
%18:i32 = load %a
%19:i32 = mod %x_50, %x_52
%20:ptr<function, i32, read_write> = access %indexable, %19
%21:i32 = load %20
%22:i32 = add %18, %21
store %a, %22
continue %b4
}
%b4 = block { # continuing
%23:i32 = load %i
%24:i32 = add %23, 1i
store %i, %24
next_iteration %b3
}
}
%25:i32 = load %a
%26:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%27:i32 = load %26
%28:bool = eq %25, %27
if %28 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%29:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %31, %34, %37, %40
store %x_GLF_color, %41
exit_if # if_2
}
%b8 = block { # false
%42:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %44
store %x_GLF_color, %45
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************