blob: 92a78a7c8232e75b5b09e8312dca16d3a998ac79 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: S = struct @align(16) {
m:mat3x3<f32> @offset(0)
}
S2 = struct @align(16) {
m:array<mat3x3<f32>, 1> @offset(0)
}
S3 = struct @align(16) {
s:S @offset(0)
}
S4 = struct @align(16) {
s:array<S, 1> @offset(0)
}
%b1 = block { # root
%buffer0:ptr<storage, mat3x3<f32>, read_write> = var @binding_point(0, 0)
%buffer1:ptr<storage, S, read_write> = var @binding_point(0, 1)
%buffer2:ptr<storage, S2, read_write> = var @binding_point(0, 2)
%buffer3:ptr<storage, S3, read_write> = var @binding_point(0, 3)
%buffer4:ptr<storage, S4, read_write> = var @binding_point(0, 4)
%buffer5:ptr<storage, array<mat3x3<f32>, 1>, read_write> = var @binding_point(0, 5)
%buffer6:ptr<storage, array<S, 1>, read_write> = var @binding_point(0, 6)
%buffer7:ptr<storage, array<S2, 1>, read_write> = var @binding_point(0, 7)
}
%tint_symbol = @compute @workgroup_size(1, 1, 1) func():void -> %b2 {
%b2 = block {
%m:ptr<function, mat3x3<f32>, read_write> = var
loop [i: %b3, b: %b4, c: %b5] { # loop_1
%b3 = block { # initializer
%c:ptr<function, u32, read_write> = var, 0u
next_iteration %b4
}
%b4 = block { # body
%12:u32 = load %c
%13:bool = lt %12, 3u
if %13 [t: %b6, f: %b7] { # if_1
%b6 = block { # true
exit_if # if_1
}
%b7 = block { # false
exit_loop # loop_1
}
}
%14:u32 = load %c
%15:ptr<function, vec3<f32>, read_write> = access %m, %14
%16:u32 = load %c
%17:u32 = mul %16, 3u
%18:u32 = add %17, 1u
%19:f32 = convert %18
%20:u32 = load %c
%21:u32 = mul %20, 3u
%22:u32 = add %21, 2u
%23:f32 = convert %22
%24:u32 = load %c
%25:u32 = mul %24, 3u
%26:u32 = add %25, 3u
%27:f32 = convert %26
%28:vec3<f32> = construct %19, %23, %27
store %15, %28
continue %b5
}
%b5 = block { # continuing
%29:u32 = load %c
%30:u32 = add %29, 1u
store %c, %30
next_iteration %b4
}
}
%a:mat3x3<f32> = load %m
store %buffer0, %a
%32:mat3x3<f32> = load %m
%a_1:S = construct %32 # %a_1: 'a'
store %buffer1, %a_1
%34:mat3x3<f32> = load %m
%35:array<mat3x3<f32>, 1> = construct %34
%a_2:S2 = construct %35 # %a_2: 'a'
store %buffer2, %a_2
%37:mat3x3<f32> = load %m
%38:S = construct %37
%a_3:S3 = construct %38 # %a_3: 'a'
store %buffer3, %a_3
%40:mat3x3<f32> = load %m
%41:S = construct %40
%42:array<S, 1> = construct %41
%a_4:S4 = construct %42 # %a_4: 'a'
store %buffer4, %a_4
%44:mat3x3<f32> = load %m
%a_5:array<mat3x3<f32>, 1> = construct %44 # %a_5: 'a'
store %buffer5, %a_5
%46:mat3x3<f32> = load %m
%47:S = construct %46
%a_6:array<S, 1> = construct %47 # %a_6: 'a'
store %buffer6, %a_6
%49:mat3x3<f32> = load %m
%50:array<mat3x3<f32>, 1> = construct %49
%51:S2 = construct %50
%a_7:array<S2, 1> = construct %51 # %a_7: 'a'
store %buffer7, %a_7
ret
}
}
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. *
********************************************************************