blob: 4bb0658b2103091fbe935482845bec79cdc5e4fd [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:f32 = load_vector_element %gl_FragCoord, 0u
%x_33:f32 = let %5
%7:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%8:f32 = load %7
%x_35:f32 = let %8
%10:bool = gt %x_33, %x_35
if %10 [t: $B3] { # if_1
$B3: { # true
%11:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%12:f32 = load %11
%x_40:f32 = let %12
%14:vec4<f32> = construct %x_40, %x_40, %x_40, %x_40
store %x_GLF_color, %14
%15:f32 = load_vector_element %gl_FragCoord, 1u
%x_43:f32 = let %15
%17:bool = gt %x_43, %x_35
if %17 [t: $B4] { # if_2
$B4: { # true
%18:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%19:f32 = load %18
%x_48:f32 = let %19
%21:vec4<f32> = construct %x_48, %x_48, %x_48, %x_48
store %x_GLF_color, %21
exit_if # if_2
}
}
%22:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%23:f32 = load %22
%x_51:f32 = let %23
%25:vec4<f32> = construct %x_51, %x_51, %x_51, %x_51
store %x_GLF_color, %25
exit_if # if_1
}
}
%26:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%27:f32 = load %26
%x_54:f32 = let %27
%29:vec4<f32> = construct %x_35, %x_54, %x_54, 10.0f
store %x_GLF_color, %29
%30:vec4<f32> = load %x_GLF_color
%x_61:vec4<f32> = let %30
%32:vec4<f32> = construct %x_35, 0.0f, 0.0f, 0.0f
%33:vec4<f32> = let %32
%34:vec4<f32> = construct 0.0f, %x_35, 0.0f, 0.0f
%35:vec4<f32> = let %34
%36:vec4<f32> = construct 0.0f, 0.0f, %x_35, 0.0f
%37:vec4<f32> = let %36
%38:vec4<f32> = construct 0.0f, 0.0f, 0.0f, %x_35
%39:mat4x4<f32> = construct %33, %35, %37, %38
%40:vec4<f32> = mul %39, %x_61
store %x_GLF_color, %40
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************