blob: a2e1a6504fc57d1f36734df3df6a6b88258908a8 [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, 3> @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 {
%count:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%6:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_27:i32 = load %6
store %count, %x_27
%8:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_29:i32 = load %8
store %i, %x_29
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_34:i32 = load %i
%11:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%x_36:i32 = load %11
%13:bool = lt %x_34, %x_36
if %13 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_39:i32 = load %count
%15:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_42:i32 = load %15
%17:i32 = mod %x_39, -93448i
%18:bool = gt %17, %x_42
if %18 [t: %b7] { # if_2
%b7 = block { # true
%x_46:i32 = load %count
%20:i32 = add %x_46, 1i
store %count, %20
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%x_48:i32 = load %i
%22:i32 = add %x_48, 1i
store %i, %22
next_iteration %b3
}
}
%x_50:i32 = load %count
%24:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_52:i32 = load %24
%26:bool = eq %x_50, %x_52
if %26 [t: %b8, f: %b9] { # if_3
%b8 = block { # true
%27:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_58:i32 = load %27
%29:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_61:i32 = load %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_64:i32 = load %31
%33:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%x_67:i32 = load %33
%35:f32 = convert %x_58
%36:f32 = convert %x_61
%37:f32 = convert %x_64
%38:f32 = convert %x_67
%39:vec4<f32> = construct %35, %36, %37, %38
store %x_GLF_color, %39
exit_if # if_3
}
%b9 = block { # false
%40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%x_71:i32 = load %40
%x_72:f32 = convert %x_71
%43:vec4<f32> = construct %x_72, %x_72, %x_72, %x_72
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. *
********************************************************************