blob: b2ebb6a84c78afa28e7442811b0d7856e6eba329 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf2 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
strided_arr_2 = struct @align(4) {
el:u32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_uint_values:array<strided_arr_2, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_8:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_12:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, u32, read_write> = var
%b:ptr<function, i32, read_write> = var
store %a, 0u
%9:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%10:i32 = load %9
store %b, %10
%11:f32 = load_vector_element %gl_FragCoord, 0u
%12:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%13:f32 = load %12
%14:bool = lt %11, %13
if %14 [t: $B3] { # if_1
$B3: { # true
%15:ptr<uniform, u32, read> = access %x_12, 0u, 0i, 0u
%16:u32 = load %15
%17:u32 = load %a
%18:u32 = call %tint_mod_u32, %16, %17
%20:i32 = bitcast %18
store %b, %20
exit_if # if_1
}
}
%21:i32 = load %b
%22:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%23:i32 = load %22
%24:bool = eq %21, %23
if %24 [t: $B4, f: $B5] { # if_2
$B4: { # true
%25:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%26:i32 = load %25
%27:f32 = convert %26
%28:f32 = let %27
%29:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:f32 = let %31
%33:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%34:i32 = load %33
%35:f32 = convert %34
%36:f32 = let %35
%37:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:vec4<f32> = construct %28, %32, %36, %39
store %x_GLF_color, %40
exit_if # if_2
}
$B5: { # false
%41:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:vec4<f32> = construct %43
store %x_GLF_color, %44
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B6: {
store %gl_FragCoord, %gl_FragCoord_param
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
%tint_mod_u32 = func(%lhs:u32, %rhs:u32):u32 {
$B7: {
%52:bool = eq %rhs, 0u
%53:u32 = select %rhs, 1u, %52
%54:u32 = let %53
%55:u32 = div %lhs, %54
%56:u32 = mul %55, %54
%57:u32 = sub %lhs, %56
ret %57
}
}
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. *
********************************************************************