blob: 59899f21062af4bbcdbe8e07dd5096d235c4c3ca [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @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 {
%k:ptr<function, i32, read_write> = var
%GLF_dead0j:ptr<function, i32, read_write> = var
%donor_replacementGLF_dead0stack:ptr<function, array<i32, 10>, read_write> = var
%donor_replacementGLF_dead0top:ptr<function, i32, read_write> = var
%x_54:ptr<function, i32, read_write> = var
%matrix_b:ptr<function, vec4<f32>, read_write> = var
%b:ptr<function, i32, read_write> = var
store %k, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%11:i32 = load %k
%12:bool = lt %11, 4i
if %12 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%14:f32 = load_vector_element %13, 1u
%15:bool = gt 0.0f, %14
if %15 [t: %b7] { # if_2
%b7 = block { # true
store %GLF_dead0j, 1i
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
%16:ptr<function, i32, read_write> = access %donor_replacementGLF_dead0stack, 0i
%17:i32 = load %16
%18:bool = lte 1i, %17
if %18 [t: %b10, f: %b11] { # if_3
%b10 = block { # true
exit_if # if_3
}
%b11 = block { # false
exit_loop # loop_2
}
}
continue %b9
}
%b9 = block { # continuing
next_iteration %b8
}
}
%19:i32 = load %donor_replacementGLF_dead0top
%20:bool = gte %19, 0i
%21:i32 = load %donor_replacementGLF_dead0top
%22:bool = lt %21, 9i
%23:bool = and %20, %22
if %23 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
%24:i32 = load %donor_replacementGLF_dead0top
%x_17:i32 = add %24, 1i
store %donor_replacementGLF_dead0top, %x_17
store %x_54, %x_17
exit_if # if_4
}
%b13 = block { # false
store %x_54, 0i
exit_if # if_4
}
}
%x_18:i32 = load %x_54
%27:ptr<function, i32, read_write> = access %donor_replacementGLF_dead0stack, %x_18
store %27, 1i
exit_if # if_2
}
}
store %matrix_b, vec4<f32>(0.0f)
store %b, 3i
loop [b: %b14, c: %b15] { # loop_3
%b14 = block { # body
%28:i32 = load %b
%29:bool = gte %28, 0i
if %29 [t: %b16, f: %b17] { # if_5
%b16 = block { # true
exit_if # if_5
}
%b17 = block { # false
exit_loop # loop_3
}
}
%x_20:i32 = load %b
%31:i32 = load %b
%32:f32 = load_vector_element %matrix_b, %31
%33:f32 = sub %32, 1.0f
store_vector_element %matrix_b, %x_20, %33
continue %b15
}
%b15 = block { # continuing
%34:i32 = load %b
%35:i32 = sub %34, 1i
store %b, %35
next_iteration %b14
}
}
continue %b4
}
%b4 = block { # continuing
%36:i32 = load %k
%37:i32 = add %36, 1i
store %k, %37
next_iteration %b3
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out -> %b18 {
%b18 = block {
%39:void = call %main_1
%40:vec4<f32> = load %x_GLF_color
%41:main_out = construct %40
ret %41
}
}
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. *
********************************************************************