blob: a5231193999e7747df942c37814bb8b88b2f0078 [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, 2> @offset(0)
}
buf2 = struct @align(4) {
one:f32 @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
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_11:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_13:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%f0:ptr<function, f32, read_write> = var
%f1:ptr<function, f32, read_write> = var
%f2:ptr<function, f32, read_write> = var
%f3:ptr<function, f32, read_write> = var
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%11:f32 = load %10
store %f0, %11
%12:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%13:f32 = load %12
%14:f32 = let %13
%15:f32 = load %f0
%16:f32 = pow %15, 4.0f
%17:f32 = mul %14, %16
store %f1, %17
%18:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%19:f32 = load %18
%20:f32 = let %19
%21:f32 = load %f0
%22:f32 = pow %21, 4.0f
%23:f32 = mul %20, %22
store %f2, %23
%24:f32 = load %f1
%25:f32 = load %f2
%26:f32 = sub %24, %25
%27:ptr<uniform, f32, read> = access %x_11, 0u
%28:f32 = load %27
%29:f32 = sub %26, %28
%30:f32 = load %f0
%31:f32 = add %29, %30
%32:f32 = sqrt %31
store %f3, %32
%33:f32 = load %f3
%34:i32 = call %tint_f32_to_i32, %33
%36:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%37:i32 = load %36
%38:bool = eq %34, %37
if %38 [t: $B3, f: $B4] { # if_1
$B3: { # true
%39:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:f32 = let %45
%47:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:f32 = let %49
%51:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%52:i32 = load %51
%53:f32 = convert %52
%54:vec4<f32> = construct %42, %46, %50, %53
store %x_GLF_color, %54
exit_if # if_1
}
$B4: { # false
%55:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%56:i32 = load %55
%57:f32 = convert %56
%58:vec4<f32> = construct %57
store %x_GLF_color, %58
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B6: {
%64:i32 = convert %value
%65:bool = gte %value, -2147483648.0f
%66:i32 = select -2147483648i, %64, %65
%67:bool = lte %value, 2147483520.0f
%68:i32 = select 2147483647i, %66, %67
ret %68
}
}
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. *
********************************************************************