blob: 311b526a6264d1ed70af767439f6d055593bcff5 [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)
}
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_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_11:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%func_ = func():vec2<f32> {
$B2: {
%v:ptr<function, vec2<f32>, read_write> = var
%a:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<vec2<f32>, 3>, read_write> = var
%8:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%9:f32 = load %8
store_vector_element %v, 1u, %9
store %a, 2i
%10:i32 = load %a
%x_77:i32 = let %10
%12:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%13:f32 = load %12
%14:vec2<f32> = construct %13
%15:vec2<f32> = let %14
%16:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%17:f32 = load %16
%18:vec2<f32> = construct %17
%19:vec2<f32> = load %v
%20:array<vec2<f32>, 3> = construct %15, %18, %19
store %indexable, %20
%21:ptr<function, vec2<f32>, read_write> = access %indexable, %x_77
%22:vec2<f32> = load %21
%x_79:vec2<f32> = let %22
ret %x_79
}
}
%main_1 = func():void {
$B3: {
%25:vec2<f32> = call %func_
%x_40:vec2<f32> = let %25
%27:f32 = access %x_40, 1u
%28:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%29:f32 = load %28
%30:bool = eq %27, %29
if %30 [t: $B4, f: $B5] { # if_1
$B4: { # true
%31:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:f32 = let %33
%35:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:f32 = let %37
%39:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:f32 = let %41
%43:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:vec4<f32> = construct %34, %38, %42, %45
store %x_GLF_color, %46
exit_if # if_1
}
$B5: { # false
%47:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %49
store %x_GLF_color, %50
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************