blob: b6b6c05576b20383606bffd367bd30f6a57d519d [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_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
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%v:ptr<function, vec4<f32>, read_write> = var
%f:ptr<function, f32, read_write> = var
%x_56:ptr<function, bool, read_write> = var
%x_57:ptr<function, bool, read_write> = var
%9:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%10:i32 = load %9
%11:f32 = convert %10
%12:f32 = let %11
%13:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%14:i32 = load %13
%15:f32 = convert %14
%16:f32 = let %15
%17:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%18:i32 = load %17
%19:f32 = convert %18
%20:vec4<f32> = construct %12, %16, -621.59600830078125f, %19
store %v, %20
%21:vec4<f32> = load %v
%22:vec4<f32> = trunc %21
%23:vec4<f32> = atan %22
%24:f32 = access %23, 2u
store %f, %24
%25:f32 = load %f
%26:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%27:f32 = load %26
%28:f32 = negation %27
%29:bool = gt %25, %28
%x_49:bool = let %29
store %x_57, %x_49
if %x_49 [t: $B3] { # if_1
$B3: { # true
%31:f32 = load %f
%32:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%33:f32 = load %32
%34:f32 = negation %33
%35:bool = lt %31, %34
store %x_56, %35
%36:bool = load %x_56
store %x_57, %36
exit_if # if_1
}
}
%37:bool = load %x_57
if %37 [t: $B4, f: $B5] { # if_2
$B4: { # true
%38:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:f32 = let %40
%42:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:f32 = let %44
%46:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%47:i32 = load %46
%48:f32 = convert %47
%49:f32 = let %48
%50:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%51:i32 = load %50
%52:f32 = convert %51
%53:vec4<f32> = construct %41, %45, %49, %52
store %x_GLF_color, %53
exit_if # if_2
}
$B5: { # false
%54:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%55:i32 = load %54
%56:f32 = convert %55
%57:vec4<f32> = construct %56
store %x_GLF_color, %57
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
ret %61
}
}
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. *
********************************************************************