| 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) |
| } |
| |
| buf1 = struct @align(8) { |
| v1:vec2<f32> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %m24:ptr<function, mat2x2<f32>, read_write> = var |
| %a:ptr<function, f32, read_write> = var |
| %v2:ptr<function, vec2<f32>, read_write> = var |
| %v3:ptr<function, vec2<f32>, read_write> = var |
| %9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %10:f32 = load %9 |
| %11:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %12:f32 = load %11 |
| %13:vec2<f32> = construct %10, %12 |
| %14:vec2<f32> = let %13 |
| %15:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %16:f32 = load_vector_element %15, 0u |
| %17:f32 = mul %16, 1.0f |
| %18:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %19:f32 = load %18 |
| %20:vec2<f32> = construct %17, %19 |
| %21:mat2x2<f32> = construct %14, %20 |
| store %m24, %21 |
| %22:ptr<function, vec2<f32>, read_write> = access %m24, 0u |
| %23:f32 = load_vector_element %22, 0u |
| store %a, %23 |
| store %v2, vec2<f32>(1.0f) |
| %24:vec2<f32> = load %v2 |
| %25:vec2<f32> = let %24 |
| %26:f32 = load %a |
| %27:vec2<f32> = construct %26, 1.0f |
| %28:vec2<f32> = reflect %25, %27 |
| store %v3, %28 |
| %29:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %30:f32 = load %29 |
| %31:f32 = load_vector_element %v3, 0u |
| %32:f32 = load_vector_element %v3, 1u |
| %33:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %34:f32 = load %33 |
| %35:vec4<f32> = construct %30, %31, %32, %34 |
| store %x_GLF_color, %35 |
| %36:ptr<uniform, vec2<f32>, read> = access %x_8, 0u |
| %37:f32 = load_vector_element %36, 1u |
| %38:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %39:f32 = load %38 |
| %40:bool = eq %37, %39 |
| if %40 [t: $B3, f: $B4] { # if_1 |
| $B3: { # true |
| %41:f32 = load_vector_element %x_GLF_color, 0u |
| %42:f32 = load_vector_element %x_GLF_color, 3u |
| %43:vec4<f32> = construct %41, vec2<f32>(0.0f), %42 |
| store %x_GLF_color, %43 |
| exit_if # if_1 |
| } |
| $B4: { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func():main_out { |
| $B5: { |
| %45:void = call %main_1 |
| %46:vec4<f32> = load %x_GLF_color |
| %47:main_out = construct %46 |
| ret %47 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |