blob: 087ea966342d82effc922b7c14ecfd95fb803cdf [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: $B1: { # root
%prevent_dce:ptr<storage, vec2<i32>, read_write> = var @binding_point(2, 0)
}
%firstTrailingBit_50c072 = func():void {
$B2: {
%arg_0:ptr<function, vec2<i32>, read_write> = var, vec2<i32>(1i)
%4:vec2<i32> = load %arg_0
%5:vec2<u32> = bitcast %4
%6:vec2<u32> = let %5
%7:vec2<u32> = and %6, vec2<u32>(65535u)
%8:vec2<bool> = eq %7, vec2<u32>(0u)
%9:vec2<u32> = select vec2<u32>(0u), vec2<u32>(16u), %8
%10:vec2<u32> = let %9
%11:vec2<u32> = shr %6, %10
%12:vec2<u32> = and %11, vec2<u32>(255u)
%13:vec2<bool> = eq %12, vec2<u32>(0u)
%14:vec2<u32> = select vec2<u32>(0u), vec2<u32>(8u), %13
%15:vec2<u32> = let %14
%16:vec2<u32> = shr %11, %15
%17:vec2<u32> = and %16, vec2<u32>(15u)
%18:vec2<bool> = eq %17, vec2<u32>(0u)
%19:vec2<u32> = select vec2<u32>(0u), vec2<u32>(4u), %18
%20:vec2<u32> = let %19
%21:vec2<u32> = shr %16, %20
%22:vec2<u32> = and %21, vec2<u32>(3u)
%23:vec2<bool> = eq %22, vec2<u32>(0u)
%24:vec2<u32> = select vec2<u32>(0u), vec2<u32>(2u), %23
%25:vec2<u32> = let %24
%26:vec2<u32> = shr %21, %25
%27:vec2<u32> = and %26, vec2<u32>(1u)
%28:vec2<bool> = eq %27, vec2<u32>(0u)
%29:vec2<u32> = select vec2<u32>(0u), vec2<u32>(1u), %28
%30:vec2<u32> = or %25, %29
%31:vec2<u32> = or %20, %30
%32:vec2<u32> = or %15, %31
%33:vec2<u32> = or %10, %32
%34:vec2<bool> = eq %26, vec2<u32>(0u)
%35:vec2<u32> = select %33, vec2<u32>(4294967295u), %34
%36:vec2<i32> = bitcast %35
%res:ptr<function, vec2<i32>, read_write> = var, %36
%38:vec2<i32> = load %res
store %prevent_dce, %38
ret
}
}
%vertex_main = @vertex func():vec4<f32> [@position] {
$B3: {
%40:void = call %firstTrailingBit_50c072
ret vec4<f32>(0.0f)
}
}
%fragment_main = @fragment func():void {
$B4: {
%42:void = call %firstTrailingBit_50c072
ret
}
}
%compute_main = @compute @workgroup_size(1, 1, 1) func():void {
$B5: {
%44:void = call %firstTrailingBit_50c072
ret
}
}
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. *
********************************************************************