blob: 2d7dba82f13d4e094892d41ef10f18aa7216ee77 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:u32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_uint_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf2 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_1, 1> @offset(0)
}
strided_arr_2 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr_2, 2> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_8:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_12:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void {
$B2: {
%a:ptr<function, u32, read_write> = var
%b:ptr<function, f32, read_write> = var
%c:ptr<function, u32, read_write> = var
%9:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%10:u32 = load %9
%x_38:u32 = let %10
%12:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%13:f32 = load %12
%x_40:f32 = let %13
%15:u32 = call %tint_f32_to_u32, %x_40
%17:u32 = and %15, 31u
%18:u32 = shr %x_38, %17
store %a, %18
%19:u32 = load %a
%x_43:u32 = let %19
%21:f32 = bitcast %x_43
store %b, %21
%22:f32 = load %b
%x_45:f32 = let %22
%24:u32 = bitcast %x_45
store %c, %24
%25:u32 = load %c
%x_47:u32 = let %25
%27:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%28:u32 = load %27
%x_49:u32 = let %28
%30:bool = eq %x_47, %x_49
if %30 [t: $B3, f: $B4] { # if_1
$B3: { # true
%31:ptr<uniform, i32, read> = access %x_12, 0u, 0i, 0u
%32:i32 = load %31
%x_55:i32 = let %32
%34:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%35:i32 = load %34
%x_58:i32 = let %35
%37:ptr<uniform, i32, read> = access %x_12, 0u, 1i, 0u
%38:i32 = load %37
%x_61:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_12, 0u, 0i, 0u
%41:i32 = load %40
%x_64:i32 = let %41
%43:f32 = convert %x_55
%44:f32 = let %43
%45:f32 = convert %x_58
%46:f32 = let %45
%47:f32 = convert %x_61
%48:f32 = let %47
%49:f32 = convert %x_64
%50:vec4<f32> = construct %44, %46, %48, %49
store %x_GLF_color, %50
exit_if # if_1
}
$B4: { # false
%51:f32 = load %b
%x_67:f32 = let %51
%53:vec4<f32> = construct %x_67, %x_67, %x_67, %x_67
store %x_GLF_color, %53
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%55:void = call %main_1
%56:vec4<f32> = load %x_GLF_color
%57:main_out = construct %56
ret %57
}
}
%tint_f32_to_u32 = func(%value:f32):u32 {
$B6: {
%59:u32 = convert %value
%60:bool = gte %value, 0.0f
%61:u32 = select 0u, %59, %60
%62:bool = lte %value, 4294967040.0f
%63:u32 = select 4294967295u, %61, %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. *
********************************************************************