blob: 2a56e0c1a86d3bc68624ea4eb7e5aab07895f4d0 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 1> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = 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_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%f0:ptr<function, f32, read_write> = var
%f1:ptr<function, f32, read_write> = var
store %f0, 1.0f
%8:f32 = load %f0
%9:f32 = fract %8
store %f1, %9
%10:f32 = load_vector_element %gl_FragCoord, 0u
%11:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%12:f32 = load %11
%13:bool = gt %10, %12
if %13 [t: $B3, f: $B4] { # if_1
$B3: { # true
%14:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%15:i32 = load %14
%16:f32 = convert %15
%17:f32 = let %16
%18:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:f32 = let %20
%22:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%23:i32 = load %22
%24:f32 = convert %23
%25:f32 = let %24
%26:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:vec4<f32> = construct %17, %21, %25, %28
store %x_GLF_color, %29
exit_if # if_1
}
$B4: { # false
%30:f32 = load %f1
%31:vec4<f32> = construct %30
store %x_GLF_color, %31
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%34:void = call %main_1
%35:vec4<f32> = load %x_GLF_color
%36:main_out = construct %35
ret %36
}
}
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. *
********************************************************************