blob: 7e7831bec224983a56b41cd666f9bfc748c1f34e [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, 2> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%m:ptr<function, mat2x2<f32>, read_write> = var
%5:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%6:i32 = load %5
%x_30:f32 = convert %6
%8:vec2<f32> = construct %x_30, 0.0f
%9:vec2<f32> = construct 0.0f, %x_30
%10:mat2x2<f32> = construct %8, %9
%11:mat2x2<f32> = transpose %10
%12:mat2x2<f32> = transpose %11
store %m, %12
%13:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%14:i32 = load %13
%x_39:f32 = convert %14
%16:vec2<f32> = construct %x_39, 0.0f
%17:vec2<f32> = construct 0.0f, %x_39
%x_42:mat2x2<f32> = construct %16, %17
%19:ptr<function, vec2<f32>, read_write> = access %m, 0u
%20:vec2<f32> = load %19
%21:vec2<f32> = access %x_42, 0u
%22:vec2<bool> = eq %20, %21
%23:bool = all %22
%24:ptr<function, vec2<f32>, read_write> = access %m, 1u
%25:vec2<f32> = load %24
%26:vec2<f32> = access %x_42, 1u
%27:vec2<bool> = eq %25, %26
%28:bool = all %27
%29:bool = and %23, %28
if %29 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%30:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%34:i32 = load %33
%35:f32 = convert %34
%36:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:vec4<f32> = construct %32, %35, %38, %41
store %x_GLF_color, %42
exit_if # if_1
}
%b4 = block { # 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_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%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. *
********************************************************************