blob: 4ffda10d542de7fee1867125d5b493b24a8cce5d [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, 3> @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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%v:ptr<function, vec2<i32>, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 1u
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%9:f32 = load %8
%10:bool = lt %7, %9
if %10 [t: $B3, f: $B4] { # if_1
$B3: { # true
%11:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%12:i32 = load %11
%13:f32 = convert %12
%14:vec4<f32> = construct %13
store %x_GLF_color, %14
exit_if # if_1
}
$B4: { # false
%15:vec4<f32> = load %gl_FragCoord
%16:vec2<f32> = swizzle %15, xy
%17:vec2<f32> = let %16
%18:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%19:f32 = load %18
%20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%21:f32 = load %20
%22:vec2<f32> = construct %19, %21
%23:vec2<f32> = sub %17, %22
%24:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%25:f32 = load %24
%26:vec2<f32> = mul %23, %25
%27:vec2<i32> = call %tint_v2f32_to_v2i32, %26
store %v, %27
%29:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%30:f32 = load %29
%31:f32 = let %30
%32:i32 = load_vector_element %v, 1u
%33:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%34:i32 = load %33
%35:i32 = sub %32, %34
%36:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%37:i32 = load %36
%38:i32 = and %35, %37
%39:f32 = convert %38
%40:f32 = let %39
%41:i32 = load_vector_element %v, 0u
%42:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%43:i32 = load %42
%44:i32 = and %41, %43
%45:f32 = convert %44
%46:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%47:f32 = load %46
%48:vec4<f32> = construct %31, %40, %45, %47
store %x_GLF_color, %48
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%51:void = call %main_1
%52:vec4<f32> = load %x_GLF_color
%53:main_out = construct %52
ret %53
}
}
%tint_v2f32_to_v2i32 = func(%value:vec2<f32>):vec2<i32> {
$B6: {
%55:vec2<i32> = convert %value
%56:vec2<bool> = gte %value, vec2<f32>(-2147483648.0f)
%57:vec2<i32> = select vec2<i32>(-2147483648i), %55, %56
%58:vec2<bool> = lte %value, vec2<f32>(2147483520.0f)
%59:vec2<i32> = select vec2<i32>(2147483647i), %57, %58
ret %59
}
}
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. *
********************************************************************