blob: 32bcd3700c2658a9f49788e6a6089c2e7d2e160c [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
}
%func_ = func():f32 -> %b2 {
%b2 = block {
%s:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
store %s, 2.0f
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%7:i32 = load %i
%8:ptr<uniform, i32, read> = access %x_8, 0u
%9:i32 = load %8
%10:i32 = add %9, 1i
%11:bool = lt %7, %10
if %11 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%12:f32 = load %s
%13:f32 = add %12, 3.0f
store %s, %13
store %j, 0i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%14:i32 = load %j
%15:bool = lt %14, 10i
if %15 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
%16:ptr<uniform, i32, read> = access %x_8, 0u
%17:i32 = load %16
%18:bool = eq %17, 1i
if %18 [t: %b11] { # if_3
%b11 = block { # true
discard
exit_if # if_3
}
}
continue %b8
}
%b8 = block { # continuing
%19:i32 = load %j
%20:i32 = add %19, 1i
store %j, %20
next_iteration %b7
}
}
continue %b4
}
%b4 = block { # continuing
%21:i32 = load %i
%22:i32 = add %21, 1i
store %i, %22
next_iteration %b3
}
}
%x_71:f32 = load %s
ret %x_71
}
}
%main_1 = func():void -> %b12 {
%b12 = block {
%c:ptr<function, vec4<f32>, read_write> = var
%x_34:f32 = call %func_
%27:vec4<f32> = construct %x_34, 0.0f, 0.0f, 1.0f
store %c, %27
%x_36:f32 = call %func_
%29:bool = eq %x_36, 5.0f
if %29 [t: %b13, f: %b14] { # if_4
%b13 = block { # true
%30:vec4<f32> = load %c
store %x_GLF_color, %30
exit_if # if_4
}
%b14 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b15 {
%b15 = block {
%32:void = call %main_1
%33:vec4<f32> = load %x_GLF_color
%34:main_out = construct %33
ret %34
}
}
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. *
********************************************************************