blob: 57c2a3dd9b7059eb942febf0933b20f9e1ab5be7 [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, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = 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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_14:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%f1_f1_ = func(%a:ptr<function, f32, read_write>):f32 {
$B2: {
%b:ptr<function, i32, read_write> = var
%c:ptr<function, f32, read_write> = var
store %b, 8i
%9:f32 = load_vector_element %gl_FragCoord, 1u
%x_71:f32 = let %9
%11:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%12:f32 = load %11
%x_73:f32 = let %12
%14:bool = gte %x_71, %x_73
if %14 [t: $B3] { # if_1
$B3: { # true
%15:i32 = load %b
%x_77:i32 = let %15
%17:i32 = add %x_77, 1i
store %b, %17
%18:i32 = load %b
%x_79:i32 = let %18
%20:i32 = add %x_79, 1i
store %b, %20
exit_if # if_1
}
}
%21:f32 = load %a
%x_81:f32 = let %21
%23:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%24:f32 = load %23
%x_83:f32 = let %24
%26:bool = lt %x_81, %x_83
if %26 [t: $B4] { # if_2
$B4: { # true
%27:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%28:f32 = load %27
%x_88:f32 = let %28
ret %x_88
}
}
%30:i32 = load %b
%x_89:i32 = let %30
%32:i32 = max %x_89, 0i
%33:i32 = min %32, 2i
%34:f32 = convert %33
store %c, %34
%35:f32 = load %c
%x_92:f32 = let %35
ret %x_92
}
}
%main_1 = func():void {
$B5: {
%a_1:ptr<function, f32, read_write> = var
%param:ptr<function, f32, read_write> = var
%40:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%41:f32 = load %40
%x_43:f32 = let %41
store %param, %x_43
%43:f32 = call %f1_f1_, %param
%x_44:f32 = let %43
store %a_1, %x_44
%45:f32 = load %a_1
%x_45:f32 = let %45
%47:ptr<uniform, f32, read> = access %x_9, 0u, 2i, 0u
%48:f32 = load %47
%x_47:f32 = let %48
%50:bool = eq %x_45, %x_47
if %50 [t: $B6, f: $B7] { # if_3
$B6: { # true
%51:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%52:i32 = load %51
%x_53:i32 = let %52
%54:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%55:i32 = load %54
%x_56:i32 = let %55
%57:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%58:i32 = load %57
%x_59:i32 = let %58
%60:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%61:i32 = load %60
%x_62:i32 = let %61
%63:f32 = convert %x_53
%64:f32 = let %63
%65:f32 = convert %x_56
%66:f32 = let %65
%67:f32 = convert %x_59
%68:f32 = let %67
%69:f32 = convert %x_62
%70:vec4<f32> = construct %64, %66, %68, %69
store %x_GLF_color, %70
exit_if # if_3
}
$B7: { # false
%71:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%72:i32 = load %71
%x_66:i32 = let %72
%74:f32 = convert %x_66
%x_67:f32 = let %74
%76:vec4<f32> = construct %x_67, %x_67, %x_67, %x_67
store %x_GLF_color, %76
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%79:void = call %main_1
%80:vec4<f32> = load %x_GLF_color
%81:main_out = construct %80
ret %81
}
}
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. *
********************************************************************