blob: d6ccbea6f9270a6b8710a5c96a21e9c51a11f223 [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_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, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%v1:ptr<function, vec2<f32>, read_write> = var
%x_54:ptr<function, bool, read_write> = var
%x_55:ptr<function, bool, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%9:i32 = load %8
%10:vec2<i32> = construct -1i, %9
%11:vec2<f32> = bitcast %10
%12:vec2<f32> = cos %11
%13:vec2<f32> = cos %12
store %v1, %13
%14:f32 = load_vector_element %v1, 0u
%15:vec4<f32> = construct %14
store %x_GLF_color, %15
%16:f32 = load_vector_element %v1, 1u
%17:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%18:f32 = load %17
%19:bool = gt %16, %18
%x_47:bool = let %19
store %x_55, %x_47
if %x_47 [t: $B3] { # if_1
$B3: { # true
%21:f32 = load_vector_element %v1, 1u
%22:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%23:f32 = load %22
%24:bool = lt %21, %23
store %x_54, %24
%25:bool = load %x_54
store %x_55, %25
exit_if # if_1
}
}
%26:bool = load %x_55
if %26 [t: $B4, f: $B5] { # if_2
$B4: { # true
%27:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:f32 = let %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:f32 = let %33
%35:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:f32 = let %37
%39:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:vec4<f32> = construct %30, %34, %38, %41
store %x_GLF_color, %42
exit_if # if_2
}
$B5: { # false
%43:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:vec4<f32> = construct %45
store %x_GLF_color, %46
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%48:void = call %main_1
%49:vec4<f32> = load %x_GLF_color
%50:main_out = construct %49
ret %50
}
}
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. *
********************************************************************