blob: 27b39e66b065c23012452cf02302946722535033 [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)
}
buf1 = struct @align(8) {
v1:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%m24:ptr<function, mat2x2<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%v2:ptr<function, vec2<f32>, read_write> = var
%v3:ptr<function, vec2<f32>, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%10:f32 = load %9
%x_40:f32 = let %10
%12:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%13:f32 = load %12
%x_42:f32 = let %13
%15:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%16:f32 = load_vector_element %15, 0u
%x_44:f32 = let %16
%18:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%19:f32 = load %18
%x_47:f32 = let %19
%21:vec2<f32> = construct %x_40, %x_42
%22:vec2<f32> = let %21
%23:f32 = mul %x_44, 1.0f
%24:vec2<f32> = construct %23, %x_47
%25:mat2x2<f32> = construct %22, %24
store %m24, %25
%26:mat2x2<f32> = load %m24
%x_51:mat2x2<f32> = let %26
%28:f32 = access %x_51, 0u, 0u
store %a, %28
store %v2, vec2<f32>(1.0f)
%29:vec2<f32> = load %v2
%x_53:vec2<f32> = let %29
%31:f32 = load %a
%x_54:f32 = let %31
%33:vec2<f32> = construct %x_54, 1.0f
%x_55:vec2<f32> = let %33
%35:vec2<f32> = reflect %x_53, %x_55
store %v3, %35
%36:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%37:f32 = load %36
%x_58:f32 = let %37
%39:vec2<f32> = load %v3
%x_59:vec2<f32> = let %39
%41:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%42:f32 = load %41
%x_61:f32 = let %42
%44:f32 = access %x_59, 0u
%45:f32 = access %x_59, 1u
%46:vec4<f32> = construct %x_58, %44, %45, %x_61
store %x_GLF_color, %46
%47:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%48:f32 = load_vector_element %47, 1u
%x_66:f32 = let %48
%50:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%51:f32 = load %50
%x_68:f32 = let %51
%53:bool = eq %x_66, %x_68
if %53 [t: $B3, f: $B4] { # if_1
$B3: { # true
%54:vec4<f32> = load %x_GLF_color
%x_73:vec4<f32> = let %54
%56:f32 = access %x_73, 0u
%57:f32 = access %x_73, 3u
%58:vec4<f32> = construct %56, 0.0f, 0.0f, %57
store %x_GLF_color, %58
exit_if # if_1
}
$B4: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
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. *
********************************************************************