blob: 5765707d4106193535d27fb1dfbe4e35794464a5 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(4) {
zero:i32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_8: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 {
%highSigned:ptr<function, i32, read_write> = var
%highUnsigned:ptr<function, u32, read_write> = var
%i:ptr<function, i32, read_write> = var
%data:ptr<function, array<i32, 2>, read_write> = var
%i_1:ptr<function, u32, read_write> = var
%x_78:ptr<function, bool, read_write> = var
%x_79:ptr<function, bool, read_write> = var
store %highSigned, 1i
store %highUnsigned, 2u
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %i
%12:i32 = load %highSigned
%13:i32 = min 10i, %12
%14:ptr<uniform, i32, read> = access %x_8, 0u
%15:i32 = load %14
%16:i32 = add %13, %15
%17:bool = lt %11, %16
if %17 [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
%19:ptr<function, i32, read_write> = access %data, %x_50
store %19, 5i
continue %b4
}
%b4 = block { # continuing
%20:i32 = load %i
%21:i32 = add %20, 1i
store %i, %21
next_iteration %b3
}
}
store %i_1, 1u
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%22:u32 = load %i_1
%23:u32 = load %highUnsigned
%24:u32 = min 10u, %23
%25:ptr<uniform, i32, read> = access %x_8, 0u
%26:i32 = load %25
%27:u32 = bitcast %26
%28:u32 = add %24, %27
%29:bool = lt %22, %28
if %29 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%x_67:u32 = load %i_1
%31:ptr<function, i32, read_write> = access %data, %x_67
store %31, 6i
continue %b8
}
%b8 = block { # continuing
%32:u32 = load %i_1
%33:u32 = add %32, 1u
store %i_1, %33
next_iteration %b7
}
}
%34:ptr<function, i32, read_write> = access %data, 0i
%35:i32 = load %34
%x_73:bool = eq %35, 5i
store %x_79, %x_73
if %x_73 [t: %b11] { # if_3
%b11 = block { # true
%37:ptr<function, i32, read_write> = access %data, 1i
%38:i32 = load %37
%39:bool = eq %38, 6i
store %x_78, %39
%40:bool = load %x_78
store %x_79, %40
exit_if # if_3
}
}
%41:bool = load %x_79
if %41 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_4
}
%b13 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b14 {
%b14 = 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. *
********************************************************************