blob: 5369c536ba849d79e4353ce84a89bb1a1b20e31d [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_7: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
%sum:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
store %a, 65536i
%7:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_29:i32 = load %7
store %sum, %x_29
%9:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_31:i32 = load %9
%11:bool = eq 1i, %x_31
if %11 [t: %b3] { # if_1
%b3 = block { # true
%x_35:i32 = load %a
%13:i32 = sub %x_35, 1i
store %a, %13
exit_if # if_1
}
}
store %i, 0i
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%x_41:i32 = load %i
%x_42:i32 = load %a
%16:bool = lt %x_41, %x_42
if %16 [t: %b6, f: %b7] { # if_2
%b6 = block { # true
exit_if # if_2
}
%b7 = block { # false
exit_loop # loop_1
}
}
%x_45:i32 = load %i
%x_46:i32 = load %sum
%19:i32 = add %x_46, %x_45
store %sum, %19
continue %b5
}
%b5 = block { # continuing
%20:ptr<uniform, i32, read> = access %x_7, 0u, 2i, 0u
%x_49:i32 = load %20
%x_50:i32 = load %i
%23:i32 = add %x_50, %x_49
store %i, %23
next_iteration %b4
}
}
%x_52:i32 = load %sum
%25:ptr<uniform, i32, read> = access %x_7, 0u, 3i, 0u
%x_54:i32 = load %25
%27:bool = eq %x_52, %x_54
if %27 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%28:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_60:i32 = load %28
%30:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_63:i32 = load %30
%32:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_66:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_7, 0u, 1i, 0u
%x_69:i32 = load %34
%36:f32 = convert %x_60
%37:f32 = convert %x_63
%38:f32 = convert %x_66
%39:f32 = convert %x_69
%40:vec4<f32> = construct %36, %37, %38, %39
store %x_GLF_color, %40
exit_if # if_3
}
%b9 = block { # false
%41:ptr<uniform, i32, read> = access %x_7, 0u, 0i, 0u
%x_73:i32 = load %41
%x_74:f32 = convert %x_73
%44:vec4<f32> = construct %x_74, %x_74, %x_74, %x_74
store %x_GLF_color, %44
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%46:void = call %main_1
%47:vec4<f32> = load %x_GLF_color
%48:main_out = construct %47
ret %48
}
}
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. *
********************************************************************