blob: d58f09f949f0dccc7b76c660de8ee9b8d9f0fd13 [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)
}
buf2 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
strided_arr_2 = struct @align(4) {
el:u32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_uint_values:array<strided_arr_2, 1> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_8:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_12: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 {
%a:ptr<function, u32, read_write> = var
%b:ptr<function, i32, read_write> = var
store %a, 0u
%9:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_41:i32 = load %9
store %b, %x_41
%x_43:f32 = load_vector_element %gl_FragCoord, 0u
%12:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%x_45:f32 = load %12
%14:bool = lt %x_43, %x_45
if %14 [t: %b3] { # if_1
%b3 = block { # true
%15:ptr<uniform, u32, read> = access %x_12, 0u, 0i, 0u
%x_50:u32 = load %15
%x_51:u32 = load %a
%18:u32 = mod %x_50, %x_51
%19:i32 = bitcast %18
store %b, %19
exit_if # if_1
}
}
%x_54:i32 = load %b
%21:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_56:i32 = load %21
%23:bool = eq %x_54, %x_56
if %23 [t: %b4, f: %b5] { # if_2
%b4 = block { # true
%24:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_62:i32 = load %24
%26:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_65:i32 = load %26
%28:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_68:i32 = load %28
%30:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_71:i32 = load %30
%32:f32 = convert %x_62
%33:f32 = convert %x_65
%34:f32 = convert %x_68
%35:f32 = convert %x_71
%36:vec4<f32> = construct %32, %33, %34, %35
store %x_GLF_color, %36
exit_if # if_2
}
%b5 = block { # false
%37:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_75:i32 = load %37
%x_76:f32 = convert %x_75
%40:vec4<f32> = construct %x_76, %x_76, %x_76, %x_76
store %x_GLF_color, %40
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b6 {
%b6 = block {
store %gl_FragCoord, %gl_FragCoord_param
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************