| 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, 2> @offset(0) |
| } |
| |
| buf1 = struct @align(4) { |
| zero: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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %continue_execution:ptr<private, bool, read_write> = var, true |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %v0:ptr<function, vec2<f32>, read_write> = var |
| %v1:ptr<function, vec4<f32>, read_write> = var |
| %x_57:ptr<function, vec4<f32>, read_write> = var |
| %9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %10:f32 = load %9 |
| %11:vec2<f32> = construct %10 |
| store %v0, %11 |
| %12:f32 = load_vector_element %v0, 0u |
| %13:vec4<f32> = construct %12 |
| %x_36:vec4<f32> = let %13 |
| store %v1, %x_36 |
| %15:ptr<uniform, f32, read> = access %x_9, 0u |
| %16:f32 = load %15 |
| %17:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %18:f32 = load %17 |
| %19:bool = eq %16, %18 |
| %20:bool = eq %19, false |
| if %20 [t: $B3, f: $B4] { # if_1 |
| $B3: { # true |
| %21:ptr<uniform, f32, read> = access %x_9, 0u |
| %22:f32 = load %21 |
| %23:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u |
| %24:f32 = load %23 |
| %25:bool = eq %22, %24 |
| if %25 [t: $B5] { # if_2 |
| $B5: { # true |
| ret |
| } |
| } |
| %26:f32 = access %x_36, 0u |
| %27:vec2<f32> = swizzle %x_36, yz |
| %28:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %29:f32 = load %28 |
| %30:vec2<f32> = construct %29 |
| %31:vec2<f32> = sub %27, %30 |
| %32:vec2<f32> = swizzle %31, xy |
| %33:f32 = access %x_36, 3u |
| %34:vec4<f32> = construct %26, %32, %33 |
| store %x_57, %34 |
| %35:vec4<f32> = load %x_57 |
| store %v1, %35 |
| exit_if # if_1 |
| } |
| $B4: { # false |
| store %continue_execution, false |
| exit_if # if_1 |
| } |
| } |
| %36:vec4<f32> = load %x_57 |
| store %x_GLF_color, %36 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B6: { |
| %38:void = call %main_1 |
| %39:vec4<f32> = load %x_GLF_color |
| %40:main_out = construct %39 |
| %41:bool = load %continue_execution |
| %42:bool = eq %41, false |
| if %42 [t: $B7] { # if_3 |
| $B7: { # true |
| terminate_invocation |
| } |
| } |
| ret %40 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |