blob: 291830214a49b558e5008caaef07bc998ae690a3 [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)
}
tmp_struct = struct @align(4) {
nmb:array<i32, 1> @offset(0)
}
%b1 = block { # root
%x_11: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_24:ptr<function, array<i32, 1>, read_write> = var
%x_68:ptr<function, bool, read_write> = var, false
%x_17:ptr<function, i32, read_write> = var
%x_18:ptr<function, i32, read_write> = var
%x_19:ptr<function, i32, read_write> = var
%x_20:ptr<function, i32, read_write> = var
%x_69:ptr<function, bool, read_write> = var, false
%tmp_float:ptr<function, f32, read_write> = var
%color:ptr<function, vec3<f32>, read_write> = var
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_79:ptr<function, bool, read_write> = var
%x_25:ptr<function, i32, read_write> = var
%x_26:ptr<function, i32, read_write> = var
%x_101:ptr<function, vec3<f32>, read_write> = var
%17:ptr<uniform, vec2<f32>, read> = access %x_11, 0u
%x_75:f32 = load_vector_element %17, 1u
store %tmp_float, %x_75
%x_76:vec3<f32> = construct %x_75
store %color, %x_76
store %x_24, array<i32, 1>(0i)
store %x_68, false
store %x_79, false
loop [b: %b5, c: %b6] { # loop_2
%b5 = block { # body
%x_21:ptr<function, i32, read_write> = var
%x_93:ptr<function, bool, read_write> = var
store %x_18, 1i
store %x_21, 1i
loop [b: %b7, c: %b8] { # loop_3
%b7 = block { # body
store %x_25, 0i
%22:bool = load %x_79
store %x_93, %22
%23:i32 = load %x_21
%24:bool = gt %23, 10i
if %24 [t: %b9, f: %b10] { # if_1
%b9 = block { # true
exit_if # if_1
}
%b10 = block { # false
exit_loop # loop_3
}
}
%25:i32 = load %x_21
%x_22:i32 = sub %25, 1i
store %x_19, %x_22
%27:ptr<function, i32, read_write> = access %x_24, %x_22
%28:i32 = load %27
%29:bool = eq %28, 1i
if %29 [t: %b11] { # if_2
%b11 = block { # true
store %x_68, true
store %x_17, 1i
store %x_25, 1i
store %x_93, true
exit_loop # loop_3
}
}
store %x_18, %x_22
continue %b8
}
%b8 = block { # continuing
store %x_21, %x_22
next_iteration %b7
}
}
%30:i32 = load %x_25
store %x_26, %30
%31:bool = load %x_93
if %31 [t: %b12] { # if_3
%b12 = block { # true
exit_loop # loop_2
}
}
store %x_68, true
store %x_17, -1i
store %x_26, -1i
exit_loop # loop_2
}
%b6 = block { # continuing
store %x_79, false
next_iteration %b5
}
}
%32:i32 = load %x_26
store %x_20, %32
%33:i32 = load %x_26
%34:bool = eq %33, -1i
if %34 [t: %b13, f: %b14] { # if_4
%b13 = block { # true
discard
exit_if # if_4
}
%b14 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
%35:f32 = access %x_76, 0u
%36:vec2<f32> = swizzle %x_76, yz
%37:vec2<f32> = add %36, vec2<f32>(1.0f)
%38:vec2<f32> = swizzle %37, xy
%39:vec3<f32> = construct %35, %38
store %x_101, %39
%40:vec3<f32> = load %x_101
store %color, %40
%41:ptr<uniform, vec2<f32>, read> = access %x_11, 0u
%42:f32 = load_vector_element %41, 0u
%43:bool = gt %42, 1.0f
if %43 [t: %b15] { # if_5
%b15 = block { # true
store %x_69, true
exit_loop # loop_1
}
}
exit_if # if_4
}
}
%44:f32 = load_vector_element %x_101, 0u
%45:f32 = load_vector_element %x_101, 1u
%46:f32 = load_vector_element %x_101, 2u
%47:vec4<f32> = construct %44, %45, %46, 1.0f
store %x_GLF_color, %47
store %x_69, true
exit_loop # loop_1
}
%b4 = block { # continuing
next_iteration %b3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b16 {
%b16 = block {
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
%binarySearch_struct_tmp_struct_i1_1_1_ = func(%obj:ptr<function, tmp_struct, read_write>):i32 -> %b17 {
%b17 = block {
%x_112:ptr<function, bool, read_write> = var, false
%x_16:ptr<function, i32, read_write> = var
%one:ptr<function, i32, read_write> = var
%zero:ptr<function, i32, read_write> = var
%x_114:ptr<function, bool, read_write> = var
%x_27:ptr<function, i32, read_write> = var
%x_28:ptr<function, i32, read_write> = var
store %x_114, false
loop [b: %b18, c: %b19] { # loop_4
%b18 = block { # body
%x_15:ptr<function, i32, read_write> = var
%x_128:ptr<function, bool, read_write> = var
store %one, 1i
store %x_15, 1i
loop [b: %b20, c: %b21] { # loop_5
%b20 = block { # body
store %x_27, 0i
%63:bool = load %x_114
store %x_128, %63
%64:i32 = load %x_15
%65:bool = gt %64, 10i
if %65 [t: %b22, f: %b23] { # if_6
%b22 = block { # true
exit_if # if_6
}
%b23 = block { # false
exit_loop # loop_5
}
}
%66:i32 = load %x_15
%x_13:i32 = sub %66, 1i
store %zero, %x_13
%68:ptr<function, i32, read_write> = access %obj, 0u, %x_13
%69:i32 = load %68
%70:bool = eq %69, 1i
if %70 [t: %b24] { # if_7
%b24 = block { # true
store %x_112, true
store %x_16, 1i
store %x_27, 1i
store %x_128, true
exit_loop # loop_5
}
}
store %one, %x_13
continue %b21
}
%b21 = block { # continuing
store %x_15, %x_13
next_iteration %b20
}
}
%71:i32 = load %x_27
store %x_28, %71
%72:bool = load %x_128
if %72 [t: %b25] { # if_8
%b25 = block { # true
exit_loop # loop_4
}
}
store %x_112, true
store %x_16, -1i
store %x_28, -1i
exit_loop # loop_4
}
%b19 = block { # continuing
store %x_114, false
next_iteration %b18
}
}
%73:i32 = load %x_28
ret %73
}
}
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. *
********************************************************************