blob: 76b5b8247c1561440ec4de8fd1105e1527029766 [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, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_5: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 {
%x_23:ptr<function, i32, read_write> = var
%x_27:ptr<function, i32, read_write> = var
%x_37:ptr<function, i32, read_write> = var
%x_23_phi:ptr<function, i32, read_write> = var
%x_45_phi:ptr<function, i32, read_write> = var
store %x_23_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_24:ptr<function, i32, read_write> = var
%10:i32 = load %x_23_phi
store %x_23, %10
%11:ptr<uniform, i32, read> = access %x_5, 0u, 1i, 0u
%12:i32 = load %11
store %x_27, %12
%13:i32 = load %x_23
%14:i32 = load %x_27
%15:i32 = bitcast %14
%16:i32 = sub 100i, %15
%17:bool = lt %13, %16
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%18:i32 = load %x_23
%19:i32 = add %18, 1i
%20:i32 = bitcast %19
store %x_24, %20
%21:i32 = load %x_24
store %x_23_phi, %21
next_iteration %b3
}
}
%x_37_phi:ptr<function, i32, read_write> = var
%x_40_phi:ptr<function, i32, read_write> = var
%24:ptr<uniform, i32, read> = access %x_5, 0u, 0i, 0u
%x_32:i32 = load %24
store %x_45_phi, 1i
%26:bool = eq %x_32, 0i
if %26 [t: %b7] { # if_2
%b7 = block { # true
store %x_37_phi, 1i
%27:i32 = load %x_23
store %x_40_phi, %27
loop [b: %b8, c: %b9] { # loop_2
%b8 = block { # body
%x_41:ptr<function, i32, read_write> = var
%x_38:ptr<function, i32, read_write> = var
%30:i32 = load %x_37_phi
store %x_37, %30
%x_40:i32 = load %x_40_phi
%32:bool = lt %x_40, 100i
if %32 [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
%33:i32 = add %x_40, 1i
store %x_41, %33
%34:i32 = load %x_37
%35:i32 = load %x_37
%36:i32 = bitcast %35
%37:i32 = sub 1i, %36
%38:i32 = bitcast %37
%39:i32 = mul %34, %38
%40:i32 = bitcast %39
store %x_38, %40
%41:i32 = load %x_38
store %x_37_phi, %41
%42:i32 = load %x_41
store %x_40_phi, %42
next_iteration %b8
}
}
%43:i32 = load %x_37
store %x_45_phi, %43
exit_if # if_2
}
}
%x_45:i32 = load %x_45_phi
%45:bool = eq %x_45, %x_32
if %45 [t: %b12, f: %b13] { # if_4
%b12 = block { # true
%46:i32 = load %x_27
%x_50:f32 = convert %46
%x_51:f32 = convert %x_32
%49:vec4<f32> = construct %x_50, %x_51, %x_51, %x_50
store %x_GLF_color, %49
exit_if # if_4
}
%b13 = block { # false
%x_53:f32 = convert %x_32
%51:vec4<f32> = construct %x_53, %x_53, %x_53, %x_53
store %x_GLF_color, %51
exit_if # if_4
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b14 {
%b14 = block {
%53:void = call %main_1
%54:vec4<f32> = load %x_GLF_color
%55:main_out = construct %54
ret %55
}
}
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. *
********************************************************************