blob: 9530b201b2388b49a3e978bde907f3a5d9586a94 [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, 4> @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: { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%v1:ptr<function, vec2<f32>, read_write> = var
%v2:ptr<function, vec2<i32>, read_write> = var
%v3:ptr<function, vec2<f32>, read_write> = var
%x_66:ptr<function, bool, read_write> = var
%x_67:ptr<function, bool, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%11:f32 = load %10
%12:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%13:f32 = load %12
%14:vec2<f32> = construct %11, %13
%15:vec2<f32> = sinh %14
store %v1, %15
%16:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%17:i32 = load %16
%18:vec2<i32> = construct %17, -3000i
store %v2, %18
%19:vec2<f32> = load %v1
%20:vec2<i32> = load %v2
%21:vec2<f32> = ldexp %19, %20
store %v3, %21
%22:f32 = load_vector_element %v3, 1u
%23:vec4<f32> = construct %22
store %x_GLF_color, %23
%24:f32 = load_vector_element %v3, 0u
%25:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%26:f32 = load %25
%27:bool = gt %24, %26
%x_59:bool = let %27
store %x_67, %x_59
if %x_59 [t: $B3] { # if_1
$B3: { # true
%29:f32 = load_vector_element %v3, 0u
%30:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%31:f32 = load %30
%32:bool = lt %29, %31
store %x_66, %32
%33:bool = load %x_66
store %x_67, %33
exit_if # if_1
}
}
%34:bool = load %x_67
if %34 [t: $B4, f: $B5] { # if_2
$B4: { # true
%35:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:f32 = let %37
%39:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %38, %42, %46, %49
store %x_GLF_color, %50
exit_if # if_2
}
$B5: { # false
%51:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %53
store %x_GLF_color, %54
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%56:void = call %main_1
%57:vec4<f32> = load %x_GLF_color
%58:main_out = construct %57
ret %58
}
}
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. *
********************************************************************