blob: 22f3794e01ae48bac034a812688d62702e88a38f [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(16) {
sequence:vec4<i32> @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, vec4<i32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%sum:ptr<function, i32, read_write> = var
store %a, vec4<i32>(0i)
store %i, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%7:i32 = load %i
%8:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%9:i32 = load_vector_element %8, 3u
%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:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%13:i32 = load %i
%14:ptr<uniform, vec4<i32>, read> = access %x_7, 0u
%15:i32 = load_vector_element %14, 0u
%16:i32 = load %i
%17:i32 = clamp %13, %15, %16
%18:i32 = load_vector_element %12, %17
%19:bool = eq %18, 1i
if %19 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%x_57:i32 = load %i
store_vector_element %a, %x_57, 5i
exit_if # if_2
}
%b8 = block { # false
%x_59:i32 = load %i
%22:i32 = load %i
store_vector_element %a, %x_59, %22
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%23:i32 = load %i
%24:i32 = add %23, 1i
store %i, %24
next_iteration %b3
}
}
%25:i32 = load_vector_element %a, 0u
%26:i32 = load_vector_element %a, 1u
%27:i32 = add %25, %26
%28:i32 = load_vector_element %a, 2u
%29:i32 = add %27, %28
%30:i32 = load_vector_element %a, 3u
%31:i32 = add %29, %30
store %sum, %31
%32:i32 = load %sum
%33:bool = eq %32, 10i
if %33 [t: %b9, f: %b10] { # if_3
%b9 = block { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
%b10 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b11 {
%b11 = block {
%35:void = call %main_1
%36:vec4<f32> = load %x_GLF_color
%37:main_out = construct %36
ret %37
}
}
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. *
********************************************************************