blob: e8cc27164dd45a6d698a24a51fd6f66b5cede8c7 [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_77:ptr<function, bool, read_write> = var
%x_85:ptr<function, bool, read_write> = var
%x_93:ptr<function, bool, read_write> = var
%x_70_phi:ptr<function, bool, read_write> = var
%x_78_phi:ptr<function, bool, read_write> = var
%x_86_phi:ptr<function, bool, read_write> = var
%x_94_phi:ptr<function, bool, read_write> = var
%16:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%17:f32 = load %16
%x_41:f32 = let %17
%19:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%20:f32 = load %19
%x_43:f32 = let %20
%22:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%23:f32 = load %22
%x_45:f32 = let %23
%25:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%26:f32 = load %25
%x_47:f32 = let %26
%28:vec4<f32> = construct %x_41, %x_43, %x_45, %x_47
store %v1, %28
store %v2, vec4<f32>(1.57079637050628662109f, 1.11976957321166992188f, 1.0f, 0.92729520797729492188f)
%29:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%30:f32 = load %29
%x_50:f32 = let %30
%32:vec4<f32> = construct %x_50, %x_50, %x_50, %x_50
store %v3, %32
%33:vec4<f32> = load %v1
%x_52:vec4<f32> = let %33
%35:vec4<f32> = load %v2
%x_53:vec4<f32> = let %35
%37:vec4<f32> = load %v3
%x_54:vec4<f32> = let %37
%39:vec4<f32> = smoothstep %x_52, %x_53, %x_54
store %v4, %39
%40:vec4<f32> = load %v4
%x_56:vec4<f32> = let %40
%42:f32 = access %x_56, 0u
%43:f32 = access %x_56, 1u
%44:f32 = access %x_56, 3u
%45:f32 = access %x_56, 0u
%46:vec4<f32> = construct %42, %43, %44, %45
store %x_GLF_color, %46
%47:f32 = load_vector_element %v4, 0u
%x_59:f32 = let %47
%49:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%50:f32 = load %49
%x_61:f32 = let %50
%52:bool = gt %x_59, %x_61
%x_62:bool = let %52
store %x_70_phi, %x_62
if %x_62 [t: $B3] { # if_1
$B3: { # true
%54:f32 = load_vector_element %v4, 0u
%x_66:f32 = let %54
%56:ptr<uniform, f32, read> = access %x_6, 0u, 5i, 0u
%57:f32 = load %56
%x_68:f32 = let %57
%59:bool = lt %x_66, %x_68
store %x_69, %59
%60:bool = load %x_69
store %x_70_phi, %60
exit_if # if_1
}
}
%61:bool = load %x_70_phi
%x_70:bool = let %61
store %x_78_phi, %x_70
if %x_70 [t: $B4] { # if_2
$B4: { # true
%63:f32 = load_vector_element %v4, 1u
%x_74:f32 = let %63
%65:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%66:f32 = load %65
%x_76:f32 = let %66
%68:bool = gt %x_74, %x_76
store %x_77, %68
%69:bool = load %x_77
store %x_78_phi, %69
exit_if # if_2
}
}
%70:bool = load %x_78_phi
%x_78:bool = let %70
store %x_86_phi, %x_78
if %x_78 [t: $B5] { # if_3
$B5: { # true
%72:f32 = load_vector_element %v4, 1u
%x_82:f32 = let %72
%74:ptr<uniform, f32, read> = access %x_6, 0u, 6i, 0u
%75:f32 = load %74
%x_84:f32 = let %75
%77:bool = lt %x_82, %x_84
store %x_85, %77
%78:bool = load %x_85
store %x_86_phi, %78
exit_if # if_3
}
}
%79:bool = load %x_86_phi
%x_86:bool = let %79
store %x_94_phi, %x_86
if %x_86 [t: $B6] { # if_4
$B6: { # true
%81:f32 = load_vector_element %v4, 3u
%x_90:f32 = let %81
%83:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%84:f32 = load %83
%x_92:f32 = let %84
%86:bool = eq %x_90, %x_92
store %x_93, %86
%87:bool = load %x_93
store %x_94_phi, %87
exit_if # if_4
}
}
%88:bool = load %x_94_phi
%x_94:bool = let %88
if %x_94 [t: $B7, f: $B8] { # if_5
$B7: { # true
%90:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%91:f32 = load %90
%x_99:f32 = let %91
%93:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%94:f32 = load %93
%x_101:f32 = let %94
%96:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%97:f32 = load %96
%x_103:f32 = let %97
%99:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%100:f32 = load %99
%x_105:f32 = let %100
%102:vec4<f32> = construct %x_99, %x_101, %x_103, %x_105
store %x_GLF_color, %102
exit_if # if_5
}
$B8: { # false
%103:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%104:f32 = load %103
%x_108:f32 = let %104
%106:vec4<f32> = construct %x_108, %x_108, %x_108, %x_108
store %x_GLF_color, %106
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B9: {
%108:void = call %main_1
%109:vec4<f32> = load %x_GLF_color
%110:main_out = construct %109
ret %110
}
}
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. *
********************************************************************