blob: 8b50e85ab628ccfa8812d68733dd5f818950d022 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @offset(0)
}
buf2 = struct @align(8) {
resolution:vec2<f32> @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
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_8:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%f:ptr<function, f32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%8:f32 = load %7
%9:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%10:f32 = load_vector_element %9, 0u
%11:f32 = mul %8, %10
%12:f32 = let %11
%13:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%14:f32 = load %13
%15:f32 = let %14
%16:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%17:f32 = load_vector_element %16, 0u
%18:f32 = round %17
%19:f32 = mul %15, %18
%20:f32 = add %12, %19
%21:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%22:f32 = load_vector_element %21, 1u
%23:f32 = add %20, %22
store %f, %23
%24:f32 = load %f
%25:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%26:f32 = load %25
%27:bool = eq %24, %26
if %27 [t: $B3, f: $B4] { # if_1
$B3: { # true
%28:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%29:i32 = load %28
%30:f32 = convert %29
%31:f32 = let %30
%32:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:f32 = let %34
%36:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:vec4<f32> = construct %31, %35, %39, %42
store %x_GLF_color, %43
exit_if # if_1
}
$B4: { # false
%44:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:vec4<f32> = construct %46
store %x_GLF_color, %47
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
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. *
********************************************************************