blob: a3d3f99687b31a74484ec72ea0b3b80501bfd623 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf0 = 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 = block { # root
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v0:ptr<function, vec2<f32>, read_write> = var
%v1:ptr<function, vec2<f32>, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%8:f32 = load %7
%9:vec2<f32> = construct %8, 3.79999995231628417969f
store %v0, %9
%10:vec2<f32> = load %v0
%11:vec2<f32> = sub %10, vec2<f32>(1.0f)
%12:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%13:f32 = load %12
%14:vec2<f32> = construct %13
%15:vec2<f32> = clamp %11, vec2<f32>(0.0f), %14
store %v1, %15
%16:vec2<f32> = load %v1
%17:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%18:f32 = load %17
%19:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%20:f32 = load %19
%21:vec2<f32> = construct %18, %20
%22:vec2<bool> = eq %16, %21
%23:bool = all %22
if %23 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%24:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%25:i32 = load %24
%26:f32 = convert %25
%27:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%31:i32 = load %30
%32:f32 = convert %31
%33:ptr<uniform, i32, read> = access %x_9, 0u, 0i, 0u
%34:i32 = load %33
%35:f32 = convert %34
%36:vec4<f32> = construct %26, %29, %32, %35
store %x_GLF_color, %36
exit_if # if_1
}
%b4 = block { # false
%37:ptr<uniform, i32, read> = access %x_9, 0u, 1i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:vec4<f32> = construct %39
store %x_GLF_color, %40
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%42:void = call %main_1
%43:vec4<f32> = load %x_GLF_color
%44:main_out = construct %43
ret %44
}
}
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. *
********************************************************************