blob: 10be52a526f2ead27e40de1be665ae41659ac8b0 [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, 4> @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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%a:ptr<function, i32, read_write> = var
%b:ptr<function, f32, read_write> = var
%8:f32 = load_vector_element %gl_FragCoord, 1u
%x_39:f32 = let %8
%10:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%11:f32 = load %10
%x_41:f32 = let %11
%13:bool = gte %x_39, %x_41
%14:i32 = select 2i, 0i, %13
store %a, %14
%15:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%16:f32 = load %15
%x_45:f32 = let %16
%18:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%19:f32 = load %18
%x_47:f32 = let %19
%21:ptr<uniform, f32, read> = access %x_7, 0u, 3i, 0u
%22:f32 = load %21
%x_49:f32 = let %22
%24:i32 = load %a
%x_51:i32 = let %24
%26:vec3<f32> = construct %x_45, %x_47, %x_49
%27:f32 = access %26, %x_51
store %b, %27
%28:f32 = load %b
%x_53:f32 = let %28
%30:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%31:f32 = load %30
%x_55:f32 = let %31
%33:bool = eq %x_53, %x_55
if %33 [t: $B3, f: $B4] { # if_1
$B3: { # true
%34:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%35:i32 = load %34
%x_61:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%38:i32 = load %37
%x_64:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%41:i32 = load %40
%x_67:i32 = let %41
%43:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%44:i32 = load %43
%x_70:i32 = let %44
%46:f32 = convert %x_61
%47:f32 = let %46
%48:f32 = convert %x_64
%49:f32 = let %48
%50:f32 = convert %x_67
%51:f32 = let %50
%52:f32 = convert %x_70
%53:vec4<f32> = construct %47, %49, %51, %52
store %x_GLF_color, %53
exit_if # if_1
}
$B4: { # false
%54:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%55:i32 = load %54
%x_74:i32 = let %55
%57:f32 = convert %x_74
%x_75:f32 = let %57
%59:vec4<f32> = construct %x_75, %x_75, %x_75, %x_75
store %x_GLF_color, %59
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%62:void = call %main_1
%63:vec4<f32> = load %x_GLF_color
%64:main_out = construct %63
ret %64
}
}
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. *
********************************************************************