blob: dbc6ec46d4efa727c0a2b6a081994dbed39d8a46 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
two:f32 @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_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, f32, read_write> = var
%b:ptr<function, f32, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 0u
%x_33:f32 = let %7
%9:f32 = cos %x_33
%10:f32 = dpdx %9
store %a, %10
%11:ptr<uniform, f32, read> = access %x_8, 0u
%12:f32 = load %11
%13:f32 = load %a
%14:f32 = mix 2.0f, %12, %13
store %b, %14
%15:f32 = load %b
%16:bool = gte %15, 1.89999997615814208984f
%17:f32 = load %b
%18:bool = lte %17, 2.09999990463256835938f
%19:bool = and %16, %18
if %19 [t: $B3, f: $B4] { # if_1
$B3: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_1
}
$B4: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%22:void = call %main_1
%23:vec4<f32> = load %x_GLF_color
%24:main_out = construct %23
ret %24
}
}
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. *
********************************************************************