blob: 666da3cae0ecd76fc37cfa5198cd24d9e554f6de [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_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)
}
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_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%f0:ptr<function, f32, read_write> = var
%f1:ptr<function, f32, read_write> = var
store %f0, 1.0f
%8:f32 = load %f0
%x_35:f32 = let %8
%10:f32 = fract %x_35
store %f1, %10
%11:f32 = load_vector_element %gl_FragCoord, 0u
%x_38:f32 = let %11
%13:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%14:f32 = load %13
%x_40:f32 = let %14
%16:bool = gt %x_38, %x_40
if %16 [t: $B3, f: $B4] { # if_1
$B3: { # true
%17:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%18:i32 = load %17
%x_46:i32 = let %18
%20:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%21:i32 = load %20
%x_49:i32 = let %21
%23:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%24:i32 = load %23
%x_52:i32 = let %24
%26:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%27:i32 = load %26
%x_55:i32 = let %27
%29:f32 = convert %x_46
%30:f32 = let %29
%31:f32 = convert %x_49
%32:f32 = let %31
%33:f32 = convert %x_52
%34:f32 = let %33
%35:f32 = convert %x_55
%36:vec4<f32> = construct %30, %32, %34, %35
store %x_GLF_color, %36
exit_if # if_1
}
$B4: { # false
%37:f32 = load %f1
%x_58:f32 = let %37
%39:vec4<f32> = construct %x_58, %x_58, %x_58, %x_58
store %x_GLF_color, %39
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
ret %44
}
}
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. *
********************************************************************