blob: 529063e6a1f176631091623661b746cb4baf9779 [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
%x_41:i32 = let %10
store %b, %x_41
%12:f32 = load_vector_element %gl_FragCoord, 0u
%x_43:f32 = let %12
%14:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%15:f32 = load %14
%x_45:f32 = let %15
%17:bool = lt %x_43, %x_45
if %17 [t: $B3] { # if_1
$B3: { # true
%18:ptr<uniform, u32, read> = access %x_12, 0u, 0i, 0u
%19:u32 = load %18
%x_50:u32 = let %19
%21:u32 = load %a
%x_51:u32 = let %21
%23:u32 = call %tint_mod_u32, %x_50, %x_51
%25:i32 = bitcast %23
store %b, %25
exit_if # if_1
}
}
%26:i32 = load %b
%x_54:i32 = let %26
%28:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%29:i32 = load %28
%x_56:i32 = let %29
%31:bool = eq %x_54, %x_56
if %31 [t: $B4, f: $B5] { # if_2
$B4: { # true
%32:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%33:i32 = load %32
%x_62:i32 = let %33
%35:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%36:i32 = load %35
%x_65:i32 = let %36
%38:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%39:i32 = load %38
%x_68:i32 = let %39
%41:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%42:i32 = load %41
%x_71:i32 = let %42
%44:f32 = convert %x_62
%45:f32 = let %44
%46:f32 = convert %x_65
%47:f32 = let %46
%48:f32 = convert %x_68
%49:f32 = let %48
%50:f32 = convert %x_71
%51:vec4<f32> = construct %45, %47, %49, %50
store %x_GLF_color, %51
exit_if # if_2
}
$B5: { # false
%52:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%53:i32 = load %52
%x_75:i32 = let %53
%55:f32 = convert %x_75
%x_76:f32 = let %55
%57:vec4<f32> = construct %x_76, %x_76, %x_76, %x_76
store %x_GLF_color, %57
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B6: {
store %gl_FragCoord, %gl_FragCoord_param
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
%tint_mod_u32 = func(%lhs:u32, %rhs:u32):u32 {
$B7: {
%65:bool = eq %rhs, 0u
%66:u32 = select %rhs, 1u, %65
%67:u32 = let %66
%68:u32 = div %lhs, %67
%69:u32 = mul %68, %67
%70:u32 = sub %lhs, %69
ret %70
}
}
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. *
********************************************************************