blob: fb5132e42f9ef9651fb5ab6ee2fd48f7e4d887c0 [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, 4> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_GLF_global_loop_count:ptr<private, i32, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():void -> %b2 {
%b2 = block {
%x_66:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_62:i32 = load %6
%8:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%9:i32 = load %8
store %x_66, %9
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_67:ptr<function, i32, read_write> = var
%11:i32 = load %x_66
%12:ptr<uniform, i32, read> = access %x_7, 0u, 3i, 0u
%13:i32 = load %12
%14:bool = lt %11, %13
if %14 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%15:i32 = load %x_GLF_global_loop_count
%16:i32 = add %15, 1i
store %x_GLF_global_loop_count, %16
%17:i32 = load %x_66
%18:i32 = add %17, 1i
store %x_67, %18
%19:i32 = load %x_67
store %x_66, %19
next_iteration %b3
}
}
%20:bool = lt %x_62, %x_62
if %20 [t: %b7] { # if_2
%b7 = block { # true
ret
}
}
ret
}
}
%main_1 = func():void -> %b8 {
%b8 = block {
store %x_GLF_global_loop_count, 0i
loop [b: %b9, c: %b10] { # loop_2
%b9 = block { # body
%22:i32 = load %x_GLF_global_loop_count
%23:bool = lt %22, 10i
if %23 [t: %b11, f: %b12] { # if_3
%b11 = block { # true
exit_if # if_3
}
%b12 = block { # false
exit_loop # loop_2
}
}
continue %b10
}
%b10 = block { # continuing
%24:i32 = load %x_GLF_global_loop_count
%25:i32 = add %24, 1i
store %x_GLF_global_loop_count, %25
%26:void = call %func_
next_iteration %b9
}
}
loop [b: %b13, c: %b14] { # loop_3
%b13 = block { # body
%27:i32 = load %x_GLF_global_loop_count
%28:bool = lt %27, 10i
if %28 [t: %b15, f: %b16] { # if_4
%b15 = block { # true
exit_if # if_4
}
%b16 = block { # false
exit_loop # loop_3
}
}
continue %b14
}
%b14 = block { # continuing
%29:i32 = load %x_GLF_global_loop_count
%30:i32 = add %29, 1i
store %x_GLF_global_loop_count, %30
next_iteration %b13
}
}
%31:i32 = load %x_GLF_global_loop_count
%32:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%33:i32 = load %32
%34:bool = eq %31, %33
if %34 [t: %b17, f: %b18] { # if_5
%b17 = block { # true
%35:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%36:i32 = load %35
%x_51:f32 = convert %36
%38:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%39:i32 = load %38
%x_54:f32 = convert %39
%41:vec4<f32> = construct %x_51, %x_54, %x_54, %x_51
store %x_GLF_color, %41
exit_if # if_5
}
%b18 = block { # false
%42:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %44
store %x_GLF_color, %45
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b19 {
%b19 = block {
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************