blob: 992fba1c4999b2ccb1529c96ce299bb0350802f3 [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, 7> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%v1:ptr<function, vec4<f32>, read_write> = var
%v2:ptr<function, vec4<f32>, read_write> = var
%v3:ptr<function, vec4<f32>, read_write> = var
%v4:ptr<function, vec4<f32>, read_write> = var
%x_69:ptr<function, bool, read_write> = var
%x_70:ptr<function, bool, read_write> = var
%x_77:ptr<function, bool, read_write> = var
%x_78:ptr<function, bool, read_write> = var
%x_85:ptr<function, bool, read_write> = var
%x_86:ptr<function, bool, read_write> = var
%x_93:ptr<function, bool, read_write> = var
%x_94:ptr<function, bool, read_write> = var
%16:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%17:f32 = load %16
%18:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%19:f32 = load %18
%20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%21:f32 = load %20
%22:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%23:f32 = load %22
%24:vec4<f32> = construct %17, %19, %21, %23
store %v1, %24
store %v2, vec4<f32>(1.57079637050628662109f, 1.11976957321166992188f, 1.0f, 0.92729520797729492188f)
%25:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%26:f32 = load %25
%27:vec4<f32> = construct %26
store %v3, %27
%28:vec4<f32> = load %v1
%29:vec4<f32> = load %v2
%30:vec4<f32> = load %v3
%31:vec4<f32> = smoothstep %28, %29, %30
store %v4, %31
%32:vec4<f32> = load %v4
%33:vec4<f32> = swizzle %32, xywx
store %x_GLF_color, %33
%34:f32 = load_vector_element %v4, 0u
%35:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%36:f32 = load %35
%37:bool = gt %34, %36
%x_62:bool = let %37
store %x_70, %x_62
if %x_62 [t: $B3] { # if_1
$B3: { # true
%39:f32 = load_vector_element %v4, 0u
%40:ptr<uniform, f32, read> = access %x_6, 0u, 5i, 0u
%41:f32 = load %40
%42:bool = lt %39, %41
store %x_69, %42
%43:bool = load %x_69
store %x_70, %43
exit_if # if_1
}
}
%44:bool = load %x_70
store %x_78, %44
%45:bool = load %x_70
if %45 [t: $B4] { # if_2
$B4: { # true
%46:f32 = load_vector_element %v4, 1u
%47:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%48:f32 = load %47
%49:bool = gt %46, %48
store %x_77, %49
%50:bool = load %x_77
store %x_78, %50
exit_if # if_2
}
}
%51:bool = load %x_78
store %x_86, %51
%52:bool = load %x_78
if %52 [t: $B5] { # if_3
$B5: { # true
%53:f32 = load_vector_element %v4, 1u
%54:ptr<uniform, f32, read> = access %x_6, 0u, 6i, 0u
%55:f32 = load %54
%56:bool = lt %53, %55
store %x_85, %56
%57:bool = load %x_85
store %x_86, %57
exit_if # if_3
}
}
%58:bool = load %x_86
store %x_94, %58
%59:bool = load %x_86
if %59 [t: $B6] { # if_4
$B6: { # true
%60:f32 = load_vector_element %v4, 3u
%61:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%62:f32 = load %61
%63:bool = eq %60, %62
store %x_93, %63
%64:bool = load %x_93
store %x_94, %64
exit_if # if_4
}
}
%65:bool = load %x_94
if %65 [t: $B7, f: $B8] { # if_5
$B7: { # true
%66:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%67:f32 = load %66
%68:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%69:f32 = load %68
%70:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%71:f32 = load %70
%72:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%73:f32 = load %72
%74:vec4<f32> = construct %67, %69, %71, %73
store %x_GLF_color, %74
exit_if # if_5
}
$B8: { # false
%75:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%76:f32 = load %75
%77:vec4<f32> = construct %76
store %x_GLF_color, %77
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%79:void = call %main_1
%80:vec4<f32> = load %x_GLF_color
%81:main_out = construct %80
ret %81
}
}
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. *
********************************************************************