blob: 473acf7de81a286dc0e7dc5a84b21fe70b92874f [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 5> @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, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # 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
}
%main_1 = func():void -> %b2 {
%b2 = block {
%I:ptr<function, vec4<f32>, read_write> = var
%N:ptr<function, vec4<f32>, read_write> = var
%R:ptr<function, vec4<f32>, read_write> = var
%r:ptr<function, vec4<f32>, read_write> = var
%9:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%10:i32 = load %9
%11:u32 = bitcast %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 3i, 0u
%13:i32 = load %12
%14:u32 = bitcast %13
%15:ptr<uniform, i32, read> = access %x_6, 0u, 4i, 0u
%16:i32 = load %15
%17:u32 = bitcast %16
%18:vec4<u32> = construct %11, %14, %17, 92985u
%19:vec4<f32> = bitcast %18
store %I, %19
%20:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%21:f32 = load %20
%22:vec4<f32> = construct %21
store %N, %22
%23:vec4<f32> = load %I
%24:vec4<f32> = reflect %23, vec4<f32>(0.5f)
store %R, %24
%25:vec4<f32> = load %I
%26:vec4<f32> = load %N
%27:ptr<uniform, f32, read> = access %x_9, 0u, 2i, 0u
%28:f32 = load %27
%29:vec4<f32> = load %N
%30:vec4<f32> = load %I
%31:f32 = dot %29, %30
%32:f32 = mul %28, %31
%33:vec4<f32> = mul %26, %32
%34:vec4<f32> = sub %25, %33
store %r, %34
%35:vec4<f32> = load %R
%36:vec4<f32> = load %r
%37:f32 = distance %35, %36
%38:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%39:f32 = load %38
%40:bool = lt %37, %39
if %40 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:vec4<f32> = construct %43, %46, %49, %52
store %x_GLF_color, %53
exit_if # if_1
}
%b4 = block { # false
%54:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%55:i32 = load %54
%56:f32 = convert %55
%57:vec4<f32> = construct %56
store %x_GLF_color, %57
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
ret %61
}
}
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. *
********************************************************************