blob: 21a7abc14da12e902f0ec585af54ce4451d27ed1 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(4) {
two:i32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_7: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
%r:ptr<function, i32, read_write> = var
store %i, 0i
store %r, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_35:i32 = load %r
%7:ptr<uniform, i32, read> = access %x_7, 0u
%x_37:i32 = load %7
%9:i32 = mul %x_37, 4i
%10:bool = lt %x_35, %9
if %10 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_41:i32 = load %r
%12:ptr<uniform, i32, read> = access %x_7, 0u
%x_43:i32 = load %12
%x_46:i32 = load %i
%15:i32 = div %x_41, %x_43
%16:i32 = access vec4<i32>(1i, 2i, 3i, 4i), %15
%17:i32 = add %x_46, %16
store %i, %17
continue %b4
}
%b4 = block { # continuing
%x_48:i32 = load %r
%19:i32 = add %x_48, 2i
store %r, %19
next_iteration %b3
}
}
%x_50:i32 = load %i
%21:bool = eq %x_50, 10i
if %21 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_2
}
%b8 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%23:void = call %main_1
%24:vec4<f32> = load %x_GLF_color
%25:main_out = construct %24
ret %25
}
}
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. *
********************************************************************