blob: 9c18d5c858e09fe09a829ecf5350b6e9b8189646 [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, 2i, 0u
%x_26:i32 = load %6
store %a, %x_26
%8:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_28:i32 = load %8
store %i, %x_28
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_33:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_35:i32 = load %11
%13:bool = lt %x_33, %x_35
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_38:i32 = load %i
switch %x_38 [c: (0i -1i, %b7), c: (default, %b8)] { # switch_1
%b7 = block { # case
%15:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_42:i32 = load %15
store %a, %x_42
exit_switch # switch_1
}
%b8 = block { # case
exit_switch # switch_1
}
}
continue %b4
}
%b4 = block { # continuing
%x_43:i32 = load %i
%18:i32 = add %x_43, 1i
store %i, %18
next_iteration %b3
}
}
%x_45:i32 = load %a
%20:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_47:i32 = load %20
%22:bool = eq %x_45, %x_47
if %22 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
%23:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_53:i32 = load %23
%25:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_56:i32 = load %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_59:i32 = load %27
%29:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_62:i32 = load %29
%31:f32 = convert %x_53
%32:f32 = convert %x_56
%33:f32 = convert %x_59
%34:f32 = convert %x_62
%35:vec4<f32> = construct %31, %32, %33, %34
store %x_GLF_color, %35
exit_if # if_2
}
%b10 = block { # false
%36:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_66:i32 = load %36
%x_67:f32 = convert %x_66
%39:vec4<f32> = construct %x_67, %x_67, %x_67, %x_67
store %x_GLF_color, %39
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b11 {
%b11 = block {
%41:void = call %main_1
%42:vec4<f32> = load %x_GLF_color
%43:main_out = construct %42
ret %43
}
}
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. *
********************************************************************