blob: bfb82754b80f0a3c56a9055920f8d96c2647c52e [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, 5> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%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: {
%5:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%6:f32 = load %5
%x_35:f32 = let %6
%8:f32 = load_vector_element %gl_FragCoord, 0u
%9:bool = gt %8, %x_35
if %9 [t: $B3] { # if_1
$B3: { # true
%10:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%11:f32 = load %10
%12:vec4<f32> = construct %11
store %x_GLF_color, %12
%13:f32 = load_vector_element %gl_FragCoord, 1u
%14:bool = gt %13, %x_35
if %14 [t: $B4] { # if_2
$B4: { # true
%15:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%16:f32 = load %15
%17:vec4<f32> = construct %16
store %x_GLF_color, %17
exit_if # if_2
}
}
%18:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%19:f32 = load %18
%20:vec4<f32> = construct %19
store %x_GLF_color, %20
exit_if # if_1
}
}
%21:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%22:f32 = load %21
%x_54:f32 = let %22
%24:vec4<f32> = construct %x_35, %x_54, %x_54, 10.0f
store %x_GLF_color, %24
%25:vec4<f32> = construct %x_35, 0.0f, 0.0f, 0.0f
%26:vec4<f32> = let %25
%27:vec4<f32> = construct 0.0f, %x_35, 0.0f, 0.0f
%28:vec4<f32> = let %27
%29:vec4<f32> = construct 0.0f, 0.0f, %x_35, 0.0f
%30:vec4<f32> = let %29
%31:vec4<f32> = construct 0.0f, 0.0f, 0.0f, %x_35
%32:mat4x4<f32> = construct %26, %28, %30, %31
%33:vec4<f32> = load %x_GLF_color
%34:vec4<f32> = mul %32, %33
store %x_GLF_color, %34
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%37:void = call %main_1
%38:vec4<f32> = load %x_GLF_color
%39:main_out = construct %38
ret %39
}
}
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. *
********************************************************************