blob: 38dd8150809ae767d824b414d9e8778c984d1377 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%v1:ptr<function, vec2<f32>, read_write> = var
%x_54:ptr<function, bool, read_write> = var
%x_55_phi:ptr<function, bool, read_write> = var
%8:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%9:i32 = load %8
%x_35:i32 = let %9
%11:vec2<i32> = construct -1i, %x_35
%12:vec2<f32> = bitcast %11
%13:vec2<f32> = cos %12
%14:vec2<f32> = cos %13
store %v1, %14
%15:f32 = load_vector_element %v1, 0u
%x_41:f32 = let %15
%17:vec4<f32> = construct %x_41, %x_41, %x_41, %x_41
store %x_GLF_color, %17
%18:f32 = load_vector_element %v1, 1u
%x_44:f32 = let %18
%20:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%21:f32 = load %20
%x_46:f32 = let %21
%23:bool = gt %x_44, %x_46
%x_47:bool = let %23
store %x_55_phi, %x_47
if %x_47 [t: $B3] { # if_1
$B3: { # true
%25:f32 = load_vector_element %v1, 1u
%x_51:f32 = let %25
%27:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%28:f32 = load %27
%x_53:f32 = let %28
%30:bool = lt %x_51, %x_53
store %x_54, %30
%31:bool = load %x_54
store %x_55_phi, %31
exit_if # if_1
}
}
%32:bool = load %x_55_phi
%x_55:bool = let %32
if %x_55 [t: $B4, f: $B5] { # if_2
$B4: { # true
%34:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%35:i32 = load %34
%x_60:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%38:i32 = load %37
%x_63:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%41:i32 = load %40
%x_66:i32 = let %41
%43:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%44:i32 = load %43
%x_69:i32 = let %44
%46:f32 = convert %x_60
%47:f32 = let %46
%48:f32 = convert %x_63
%49:f32 = let %48
%50:f32 = convert %x_66
%51:f32 = let %50
%52:f32 = convert %x_69
%53:vec4<f32> = construct %47, %49, %51, %52
store %x_GLF_color, %53
exit_if # if_2
}
$B5: { # false
%54:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%55:i32 = load %54
%x_73:i32 = let %55
%57:f32 = convert %x_73
%x_74:f32 = let %57
%59:vec4<f32> = construct %x_74, %x_74, %x_74, %x_74
store %x_GLF_color, %59
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%61:void = call %main_1
%62:vec4<f32> = load %x_GLF_color
%63:main_out = construct %62
ret %63
}
}
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. *
********************************************************************