blob: a48d088130d8e013db626ad2b53f990fcedfeea3 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf1 = struct @align(4) {
one:u32 @offset(0)
}
strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 1> @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, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%func_ = func():f32 {
$B2: {
switch 1i [c: (0i, $B3), c: (default, $B4)] { # switch_1
$B3: { # case
ret 1.0f
}
$B4: { # case
exit_switch # switch_1
}
}
ret 0.0f
}
}
%main_1 = func():void {
$B5: {
%v:ptr<function, vec4<f32>, read_write> = var
store %v, vec4<f32>(1.0f)
%8:f32 = load_vector_element %gl_FragCoord, 1u
%9:bool = lt %8, 0.0f
if %9 [t: $B6] { # if_1
$B6: { # true
%10:f32 = call %func_
%x_42:f32 = let %10
%12:vec4<f32> = construct %x_42
store %v, %12
exit_if # if_1
}
}
%13:vec4<f32> = load %v
%14:u32 = pack4x8unorm %13
%15:bool = eq %14, 1u
if %15 [t: $B7] { # if_2
$B7: { # true
ret
}
}
%16:ptr<uniform, u32, read> = access %x_8, 0u
%17:u32 = load %16
%18:u32 = and %17, 31u
%19:u32 = shl 1u, %18
%20:bool = eq %19, 2u
if %20 [t: $B8, f: $B9] { # if_3
$B8: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_3
}
$B9: { # false
%21:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:vec4<f32> = construct %23
store %x_GLF_color, %24
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B10: {
store %gl_FragCoord, %gl_FragCoord_param
%27:void = call %main_1
%28:vec4<f32> = load %x_GLF_color
%29:main_out = construct %28
ret %29
}
}
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. *
********************************************************************