blob: 9a38ac120e16ff7b2c29f8a68bbfbe541b0d64a3 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_5:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gv:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%temp:ptr<function, i32, read_write> = var
%7:ptr<uniform, vec2<f32>, read> = access %x_5, 0u
%8:f32 = load_vector_element %7, 0u
%x_39:f32 = let %8
%10:bool = gt %x_39, 2.0f
if %10 [t: $B3] { # if_1
$B3: { # true
%11:vec4<f32> = load %gv
%x_8:vec4<f32> = let %11
%13:vec4<f32> = mix vec4<f32>(1.0f), vec4<f32>(1.0f), %x_8
%14:vec4<f32> = max %13, vec4<f32>(8.6000003814697265625f)
%15:f32 = access %14, 1u
%16:i32 = call %tint_f32_to_i32, %15
store %temp, %16
%18:i32 = load %temp
%x_44:i32 = let %18
%20:bool = lt %x_44, 150i
if %20 [t: $B4] { # if_2
$B4: { # true
store %continue_execution, false
exit_if # if_2
}
}
%21:i32 = load %temp
%x_48:i32 = let %21
%23:bool = lt %x_48, 180i
if %23 [t: $B5] { # if_3
$B5: { # true
store %continue_execution, false
exit_if # if_3
}
}
exit_if # if_1
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%25:void = call %main_1
%26:vec4<f32> = load %x_GLF_color
%27:main_out = construct %26
%28:bool = load %continue_execution
%29:bool = eq %28, false
if %29 [t: $B7] { # if_4
$B7: { # true
terminate_invocation
}
}
ret %27
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B8: {
%31:i32 = convert %value
%32:bool = gte %value, -2147483648.0f
%33:i32 = select -2147483648i, %31, %32
%34:bool = lte %value, 2147483520.0f
%35:i32 = select 2147483647i, %33, %34
ret %35
}
}
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. *
********************************************************************