| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| buf1 = struct @align(4) { |
| x_GLF_uniform_float_values:array<strided_arr, 3> @offset(0) |
| } |
| |
| strided_arr_1 = struct @align(4) { |
| el:i32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_int_values:array<strided_arr_1, 2> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %v:ptr<function, vec2<i32>, read_write> = var |
| %7:f32 = load_vector_element %gl_FragCoord, 1u |
| %8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %9:f32 = load %8 |
| %10:bool = lt %7, %9 |
| if %10 [t: $B3, f: $B4] { # if_1 |
| $B3: { # true |
| %11:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u |
| %12:i32 = load %11 |
| %13:f32 = convert %12 |
| %14:vec4<f32> = construct %13 |
| store %x_GLF_color, %14 |
| exit_if # if_1 |
| } |
| $B4: { # false |
| %15:vec4<f32> = load %gl_FragCoord |
| %16:vec2<f32> = swizzle %15, xy |
| %17:vec2<f32> = let %16 |
| %18:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u |
| %19:f32 = load %18 |
| %20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %21:f32 = load %20 |
| %22:vec2<f32> = construct %19, %21 |
| %23:vec2<f32> = sub %17, %22 |
| %24:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u |
| %25:f32 = load %24 |
| %26:vec2<f32> = mul %23, %25 |
| %27:vec2<i32> = call %tint_v2f32_to_v2i32, %26 |
| store %v, %27 |
| %29:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u |
| %30:f32 = load %29 |
| %31:f32 = let %30 |
| %32:i32 = load_vector_element %v, 1u |
| %33:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u |
| %34:i32 = load %33 |
| %35:i32 = sub %32, %34 |
| %36:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u |
| %37:i32 = load %36 |
| %38:i32 = and %35, %37 |
| %39:f32 = convert %38 |
| %40:f32 = let %39 |
| %41:i32 = load_vector_element %v, 0u |
| %42:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u |
| %43:i32 = load %42 |
| %44:i32 = and %41, %43 |
| %45:f32 = convert %44 |
| %46:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u |
| %47:f32 = load %46 |
| %48:vec4<f32> = construct %31, %40, %45, %47 |
| store %x_GLF_color, %48 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B5: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %51:void = call %main_1 |
| %52:vec4<f32> = load %x_GLF_color |
| %53:main_out = construct %52 |
| ret %53 |
| } |
| } |
| %tint_v2f32_to_v2i32 = func(%value:vec2<f32>):vec2<i32> { |
| $B6: { |
| %55:vec2<i32> = convert %value |
| %56:vec2<bool> = gte %value, vec2<f32>(-2147483648.0f) |
| %57:vec2<i32> = select vec2<i32>(-2147483648i), %55, %56 |
| %58:vec2<bool> = lte %value, vec2<f32>(2147483520.0f) |
| %59:vec2<i32> = select vec2<i32>(2147483647i), %57, %58 |
| ret %59 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |