blob: 530cd479819b75d4c2d9373643478685955d384d [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, 2> @offset(0)
}
buf2 = struct @align(4) {
zero:f32 @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_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_13:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%func_vf2_ = func(%pos:ptr<function, vec2<f32>, read_write>):bool {
$B2: {
%9:f32 = load_vector_element %pos, 0u
%10:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%11:f32 = load %10
%12:bool = lt %9, %11
if %12 [t: $B3] { # if_1
$B3: { # true
ret true
}
}
%13:f32 = load_vector_element %pos, 1u
%14:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%15:f32 = load %14
%16:bool = gt %13, %15
if %16 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%17:ptr<uniform, f32, read> = access %x_10, 0u
%18:f32 = load %17
%19:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%20:f32 = load %19
%21:bool = gt %18, %20
if %21 [t: $B5] { # if_3
$B5: { # true
ret true
}
}
ret true
}
}
%main_1 = func():void {
$B6: {
%param:ptr<function, vec2<f32>, read_write> = var
%24:vec4<f32> = load %gl_FragCoord
%25:vec2<f32> = swizzle %24, xy
store %param, %25
%26:bool = call %func_vf2_, %param
%x_44:bool = let %26
if %x_44 [t: $B7] { # if_4
$B7: { # true
store %continue_execution, false
exit_if # if_4
}
}
%28:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%29:i32 = load %28
%30:f32 = convert %29
%31:f32 = let %30
%32:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:f32 = let %34
%36:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%37:i32 = load %36
%38:f32 = convert %37
%39:f32 = let %38
%40:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:vec4<f32> = construct %31, %35, %39, %42
store %x_GLF_color, %43
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%46:void = call %main_1
%47:vec4<f32> = load %x_GLF_color
%48:main_out = construct %47
%49:bool = load %continue_execution
%50:bool = eq %49, false
if %50 [t: $B9] { # if_5
$B9: { # true
terminate_invocation
}
}
ret %48
}
}
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. *
********************************************************************