| 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. * |
| ******************************************************************** |