blob: b15b95e85f77660eeac053d688e921a2963d1131 [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, 2> @offset(0)
}
buf2 = struct @align(4) {
zero:f32 @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_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_13:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%func_vf2_ = func(%pos:ptr<function, vec2<f32>, read_write>):bool -> %b2 {
%b2 = block {
%8:f32 = load_vector_element %pos, 0u
%9:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%10:f32 = load %9
%11:bool = lt %8, %10
if %11 [t: %b3] { # if_1
%b3 = block { # true
ret true
}
}
%12:f32 = load_vector_element %pos, 1u
%13:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%14:f32 = load %13
%15:bool = gt %12, %14
if %15 [t: %b4] { # if_2
%b4 = block { # true
ret false
}
}
%16:ptr<uniform, f32, read> = access %x_10, 0u
%17:f32 = load %16
%18:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%19:f32 = load %18
%20:bool = gt %17, %19
if %20 [t: %b5] { # if_3
%b5 = block { # true
ret true
}
}
ret true
}
}
%main_1 = func():void -> %b6 {
%b6 = block {
%param:ptr<function, vec2<f32>, read_write> = var
%23:vec4<f32> = load %gl_FragCoord
%24:vec2<f32> = swizzle %23, xy
store %param, %24
%x_44:bool = call %func_vf2_, %param
if %x_44 [t: %b7] { # if_4
%b7 = block { # true
discard
exit_if # if_4
}
}
%26:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %28, %31, %34, %37
store %x_GLF_color, %38
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b8 {
%b8 = block {
store %gl_FragCoord, %gl_FragCoord_param
%41:void = call %main_1
%42:vec4<f32> = load %x_GLF_color
%43:main_out = construct %42
ret %43
}
}
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. *
********************************************************************