blob: 35562efd2c135c44096a0a6aacad2b2f1a644291 [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_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
%b:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%x_65:ptr<function, bool, read_write> = var
%x_66:ptr<function, bool, read_write> = var
%9:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%10:i32 = load %9
store %a, %10
%11:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%12:i32 = load %11
store %b, %12
%13:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%14:i32 = load %13
store %c, %14
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%15:i32 = load %a
%16:i32 = load %b
%17:bool = lt %15, %16
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%18:i32 = load %a
%19:i32 = add %18, 1i
store %a, %19
%20:i32 = load %c
%21:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%22:i32 = load %21
%23:bool = eq %20, %22
if %23 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%24:i32 = load %c
%25:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%26:i32 = load %25
%27:i32 = mul %24, %26
store %c, %27
exit_if # if_2
}
%b8 = block { # false
if true [t: %b9] { # if_3
%b9 = block { # true
continue %b4
}
}
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%28:i32 = load %a
%29:i32 = load %b
%x_59:bool = eq %28, %29
store %x_66, %x_59
if %x_59 [t: %b10] { # if_4
%b10 = block { # true
%31:i32 = load %c
%32:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%33:i32 = load %32
%34:bool = eq %31, %33
store %x_65, %34
%35:bool = load %x_65
store %x_66, %35
exit_if # if_4
}
}
%36:bool = load %x_66
if %36 [t: %b11, f: %b12] { # if_5
%b11 = block { # true
%37:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:vec4<f32> = construct %39, %42, %45, %48
store %x_GLF_color, %49
exit_if # if_5
}
%b12 = block { # false
%50:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:vec4<f32> = construct %52
store %x_GLF_color, %53
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b13 {
%b13 = block {
%55:void = call %main_1
%56:vec4<f32> = load %x_GLF_color
%57:main_out = construct %56
ret %57
}
}
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. *
********************************************************************