blob: b10dd5088abc410408a85e9902e09a9277fd1875 [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, 3> @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
%6:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%7:i32 = load %6
store %a, %7
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%9:i32 = load %8
store %i, %9
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%12:i32 = load %11
%13:bool = lt %10, %12
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%15:i32 = complement %14
%16:bool = neq %15, 0i
if %16 [t: %b7] { # if_2
%b7 = block { # true
%17:i32 = load %a
%18:i32 = add %17, 1i
store %a, %18
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%19:i32 = load %i
%20:i32 = add %19, 1i
store %i, %20
next_iteration %b3
}
}
%21:i32 = load %a
%22:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%23:i32 = load %22
%24:bool = eq %21, %23
if %24 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%25:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%26:i32 = load %25
%27:f32 = convert %26
%28:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%29:i32 = load %28
%30:f32 = convert %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:vec4<f32> = construct %27, %30, %33, %36
store %x_GLF_color, %37
exit_if # if_3
}
%b9 = block { # false
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %40
store %x_GLF_color, %41
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************