blob: 1e85d655be11a24996a0ffdafe24d308f9e6dfc6 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 1u
%8:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%9:f32 = load %8
%10:bool = lt %7, %9
%11:f32 = select 1.0f, 0.10000000149011611938f, %10
%12:f32 = trunc %11
%13:f32 = fract %12
store %f, %13
%14:f32 = load %f
%15:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%16:f32 = load %15
%17:bool = eq %14, %16
if %17 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%18:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%25:i32 = load %24
%26:f32 = convert %25
%27:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:vec4<f32> = construct %20, %23, %26, %29
store %x_GLF_color, %30
exit_if # if_1
}
%b4 = block { # false
%31:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:vec4<f32> = construct %33
store %x_GLF_color, %34
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b5 {
%b5 = block {
store %gl_FragCoord, %gl_FragCoord_param
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
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. *
********************************************************************