blob: ae7455e31cf0bf09f81a21bd2ff159addae55aeb [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:u32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_uint_values:array<strided_arr, 1> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_1, 2> @offset(0)
}
strided_arr_2 = struct @align(4) {
el:f32 @offset(0)
}
buf2 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_2, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%v:ptr<function, vec4<f32>, read_write> = var
%7:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%8:u32 = load %7
%9:u32 = let %8
%10:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%11:u32 = load %10
%12:u32 = select %11, 92382u, true
%13:u32 = call %tint_div_u32, %9, %12
%15:vec4<f32> = unpack4x8unorm %13
store %v, %15
%16:vec4<f32> = load %v
%17:vec4<f32> = let %16
%18:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:f32 = let %20
%22:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%23:i32 = load %22
%24:f32 = convert %23
%25:f32 = let %24
%26:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, f32, read> = access %x_10, 0u, 1i, 0u
%30:f32 = load %29
%31:ptr<uniform, f32, read> = access %x_10, 0u, 2i, 0u
%32:f32 = load %31
%33:f32 = div %30, %32
%34:vec4<f32> = construct %21, %25, %28, %33
%35:f32 = distance %17, %34
%36:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%37:f32 = load %36
%38:bool = lt %35, %37
if %38 [t: $B3, f: $B4] { # if_1
$B3: { # true
%39:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:f32 = let %49
%51:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %42, %46, %50, %53
store %x_GLF_color, %54
exit_if # if_1
}
$B4: { # false
%55:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %57
store %x_GLF_color, %58
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
%tint_div_u32 = func(%lhs:u32, %rhs:u32):u32 {
$B6: {
%65:bool = eq %rhs, 0u
%66:u32 = select %rhs, 1u, %65
%67:u32 = div %lhs, %66
ret %67
}
}
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. *
********************************************************************