blob: 75561a9cd6964d917378716a9b01c0dac09a7b6a [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
%x_67:f32 = let %9
store_vector_element %v, 1u, %x_67
store %a, 2i
%11:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%12:f32 = load %11
%x_70:f32 = let %12
%14:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%15:f32 = load %14
%x_73:f32 = let %15
%17:vec2<f32> = load %v
%x_75:vec2<f32> = let %17
%19:i32 = load %a
%x_77:i32 = let %19
%21:vec2<f32> = construct %x_70, %x_70
%22:vec2<f32> = let %21
%23:vec2<f32> = construct %x_73, %x_73
%24:array<vec2<f32>, 3> = construct %22, %23, %x_75
store %indexable, %24
%25:ptr<function, vec2<f32>, read_write> = access %indexable, %x_77
%26:vec2<f32> = load %25
%x_79:vec2<f32> = let %26
ret %x_79
}
}
%main_1 = func():void {
$B3: {
%29:vec2<f32> = call %func_
%x_40:vec2<f32> = let %29
%31:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%32:f32 = load %31
%x_43:f32 = let %32
%34:f32 = access %x_40, 1u
%35:bool = eq %34, %x_43
if %35 [t: $B4, f: $B5] { # if_1
$B4: { # true
%36:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%37:i32 = load %36
%x_49:i32 = let %37
%39:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%40:i32 = load %39
%x_52:i32 = let %40
%42:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%43:i32 = load %42
%x_55:i32 = let %43
%45:ptr<uniform, i32, read> = access %x_11, 0u, 0i, 0u
%46:i32 = load %45
%x_58:i32 = let %46
%48:f32 = convert %x_49
%49:f32 = let %48
%50:f32 = convert %x_52
%51:f32 = let %50
%52:f32 = convert %x_55
%53:f32 = let %52
%54:f32 = convert %x_58
%55:vec4<f32> = construct %49, %51, %53, %54
store %x_GLF_color, %55
exit_if # if_1
}
$B5: { # false
%56:ptr<uniform, i32, read> = access %x_11, 0u, 1i, 0u
%57:i32 = load %56
%x_62:i32 = let %57
%59:f32 = convert %x_62
%x_63:f32 = let %59
%61:vec4<f32> = construct %x_63, %x_63, %x_63, %x_63
store %x_GLF_color, %61
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_color
%65:main_out = construct %64
ret %65
}
}
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. *
********************************************************************