blob: c21056cc89374c53c37fa7b934e91cb9f4b6f646 [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)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = 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_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%6:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%x_31:f32 = load %6
%8:vec4<f32> = construct %x_31, %x_31, %x_31, %x_31
store %x_GLF_color, %8
%x_34:f32 = load_vector_element %gl_FragCoord, 1u
%10:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%x_36:f32 = load %10
%12:bool = gte %x_34, %x_36
if %12 [t: %b3] { # if_1
%b3 = block { # true
%13:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_41:i32 = load %13
switch %x_41 [c: (0i 16i, %b4), c: (default, %b5)] { # switch_1
%b4 = block { # case
%15:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_45:i32 = load %15
%x_46:f32 = convert %x_45
%x_47:f32 = convert %x_41
%19:vec4<f32> = construct %x_46, %x_47, %x_47, %x_46
store %x_GLF_color, %19
exit_switch # switch_1
}
%b5 = block { # case
exit_switch # switch_1
}
}
exit_if # if_1
}
}
%20:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_50:i32 = load %20
%22:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_52:i32 = load %22
%24:bool = eq %x_50, %x_52
if %24 [t: %b6] { # if_2
%b6 = block { # true
%25:vec4<f32> = construct %x_36, %x_36, %x_36, %x_36
store %x_GLF_color, %25
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b7 {
%b7 = block {
store %gl_FragCoord, %gl_FragCoord_param
%28:void = call %main_1
%29:vec4<f32> = load %x_GLF_color
%30:main_out = construct %29
ret %30
}
}
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. *
********************************************************************