blob: 4d5c300000038b878b3ceacdc5e251b6f8133424 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 5> @offset(0)
}
buf2 = struct @align(8) {
zeroVec:vec2<f32> @offset(0)
}
buf3 = struct @align(8) {
oneVec:vec2<f32> @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)
}
S = struct @align(4) {
numbers:array<f32, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_7:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_12:ptr<uniform, buf3, read> = var @binding_point(0, 3)
%x_15:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%obj:ptr<function, S, read_write> = var
%a:ptr<function, f32, read_write> = var
%x_49:ptr<function, vec2<f32>, read_write> = var
%b:ptr<function, f32, read_write> = var
%11:ptr<uniform, f32, read> = access %x_7, 0u, 3i, 0u
%12:f32 = load %11
%13:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%14:f32 = load %13
%15:ptr<uniform, f32, read> = access %x_7, 0u, 4i, 0u
%16:f32 = load %15
%17:array<f32, 3> = construct %12, %14, %16
%18:S = construct %17
store %obj, %18
%19:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%20:f32 = load_vector_element %19, 0u
%x_59:f32 = let %20
%22:i32 = call %tint_f32_to_i32, %x_59
%24:ptr<function, f32, read_write> = access %obj, 0u, %22
%25:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%26:f32 = load %25
store %24, %26
%27:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%28:f32 = load_vector_element %27, 0u
%29:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%30:f32 = load %29
%31:bool = gt %28, %30
if %31 [t: $B3, f: $B4] { # if_1
$B3: { # true
%32:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%33:vec2<f32> = load %32
store %x_49, %33
exit_if # if_1
}
$B4: { # false
%34:ptr<uniform, vec2<f32>, read> = access %x_12, 0u
%35:vec2<f32> = load %34
store %x_49, %35
exit_if # if_1
}
}
%36:f32 = load_vector_element %x_49, 1u
store %a, %36
%37:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%38:f32 = load %37
%39:f32 = load %a
%40:ptr<uniform, i32, read> = access %x_15, 0u, 0i, 0u
%41:i32 = load %40
%42:ptr<function, f32, read_write> = access %obj, 0u, %41
%43:f32 = load %42
%44:f32 = mix %38, %39, %43
store %b, %44
%45:f32 = load %b
%46:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%47:f32 = load %46
%48:f32 = distance %45, %47
%49:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%50:f32 = load %49
%51:bool = lt %48, %50
if %51 [t: $B5, f: $B6] { # if_2
$B5: { # true
%52:ptr<uniform, i32, read> = access %x_15, 0u, 0i, 0u
%53:i32 = load %52
%54:f32 = convert %53
%55:f32 = let %54
%56:ptr<uniform, i32, read> = access %x_15, 0u, 1i, 0u
%57:i32 = load %56
%58:f32 = convert %57
%59:f32 = let %58
%60:ptr<uniform, i32, read> = access %x_15, 0u, 1i, 0u
%61:i32 = load %60
%62:f32 = convert %61
%63:f32 = let %62
%64:ptr<uniform, i32, read> = access %x_15, 0u, 0i, 0u
%65:i32 = load %64
%66:f32 = convert %65
%67:vec4<f32> = construct %55, %59, %63, %66
store %x_GLF_color, %67
exit_if # if_2
}
$B6: { # false
%68:ptr<uniform, i32, read> = access %x_15, 0u, 1i, 0u
%69:i32 = load %68
%70:f32 = convert %69
%71:vec4<f32> = construct %70
store %x_GLF_color, %71
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B7: {
%73:void = call %main_1
%74:vec4<f32> = load %x_GLF_color
%75:main_out = construct %74
ret %75
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B8: {
%77:i32 = convert %value
%78:bool = gte %value, -2147483648.0f
%79:i32 = select -2147483648i, %77, %78
%80:bool = lte %value, 2147483520.0f
%81:i32 = select 2147483647i, %79, %80
ret %81
}
}
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. *
********************************************************************