blob: 6508e5bae73b8b0b09d39f2bfac6abacd7dca5ca [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
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%7:i32 = load %6
store %a, %7
%8:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%9:i32 = load %8
store %i, %9
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%10:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%12:i32 = load %11
%13:bool = lt %10, %12
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%14:i32 = load %i
%15:i32 = mod 1i, %14
%16:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%17:i32 = load %16
%18:bool = eq %15, %17
if %18 [t: %b7] { # if_2
%b7 = block { # true
continue %b4
}
}
%19:i32 = load %a
%20:i32 = add %19, 1i
store %a, %20
continue %b4
}
%b4 = block { # continuing
%21:i32 = load %i
%22:i32 = add %21, 1i
store %i, %22
next_iteration %b3
}
}
%23:i32 = load %a
%24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%25:i32 = load %24
%26:bool = eq %23, %25
if %26 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%27:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%34:i32 = load %33
%35:f32 = convert %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:vec4<f32> = construct %29, %32, %35, %38
store %x_GLF_color, %39
exit_if # if_3
}
%b9 = block { # false
%40:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:vec4<f32> = construct %42
store %x_GLF_color, %43
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b10 {
%b10 = block {
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************