blob: d2fcbbd881c4c197a97362566de9ccd37de9cd0e [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = 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
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%v0:ptr<function, vec2<f32>, read_write> = var
%v1:ptr<function, vec2<f32>, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%8:f32 = load %7
%9:vec2<f32> = construct %8, 3.79999995231628417969f
store %v0, %9
%10:vec2<f32> = load %v0
%11:vec2<f32> = sub %10, vec2<f32>(1.0f)
%12:vec2<f32> = let %11
%13:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%14:f32 = load %13
%15:vec2<f32> = construct %14
%16:vec2<f32> = clamp %12, vec2<f32>(0.0f), %15
store %v1, %16
%17:vec2<f32> = load %v1
%18:vec2<f32> = let %17
%19:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%20:f32 = load %19
%21:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%22:f32 = load %21
%23:vec2<f32> = construct %20, %22
%24:vec2<bool> = eq %18, %23
%25:bool = all %24
if %25 [t: $B3, f: $B4] { # if_1
$B3: { # true
%26:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:f32 = let %28
%30:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:f32 = let %32
%34:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:f32 = let %36
%38:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:vec4<f32> = construct %29, %33, %37, %40
store %x_GLF_color, %41
exit_if # if_1
}
$B4: { # false
%42:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%43:i32 = load %42
%44:f32 = convert %43
%45:vec4<f32> = construct %44
store %x_GLF_color, %45
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************