| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| buf0 = struct @align(4) { |
| x_GLF_uniform_float_values:array<strided_arr, 5> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %5:f32 = load_vector_element %gl_FragCoord, 0u |
| %x_33:f32 = let %5 |
| %7:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u |
| %8:f32 = load %7 |
| %x_35:f32 = let %8 |
| %10:bool = gt %x_33, %x_35 |
| if %10 [t: $B3] { # if_1 |
| $B3: { # true |
| %11:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u |
| %12:f32 = load %11 |
| %x_40:f32 = let %12 |
| %14:vec4<f32> = construct %x_40, %x_40, %x_40, %x_40 |
| store %x_GLF_color, %14 |
| %15:f32 = load_vector_element %gl_FragCoord, 1u |
| %x_43:f32 = let %15 |
| %17:bool = gt %x_43, %x_35 |
| if %17 [t: $B4] { # if_2 |
| $B4: { # true |
| %18:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u |
| %19:f32 = load %18 |
| %x_48:f32 = let %19 |
| %21:vec4<f32> = construct %x_48, %x_48, %x_48, %x_48 |
| store %x_GLF_color, %21 |
| exit_if # if_2 |
| } |
| } |
| %22:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u |
| %23:f32 = load %22 |
| %x_51:f32 = let %23 |
| %25:vec4<f32> = construct %x_51, %x_51, %x_51, %x_51 |
| store %x_GLF_color, %25 |
| exit_if # if_1 |
| } |
| } |
| %26:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u |
| %27:f32 = load %26 |
| %x_54:f32 = let %27 |
| %29:vec4<f32> = construct %x_35, %x_54, %x_54, 10.0f |
| store %x_GLF_color, %29 |
| %30:vec4<f32> = load %x_GLF_color |
| %x_61:vec4<f32> = let %30 |
| %32:vec4<f32> = construct %x_35, 0.0f, 0.0f, 0.0f |
| %33:vec4<f32> = let %32 |
| %34:vec4<f32> = construct 0.0f, %x_35, 0.0f, 0.0f |
| %35:vec4<f32> = let %34 |
| %36:vec4<f32> = construct 0.0f, 0.0f, %x_35, 0.0f |
| %37:vec4<f32> = let %36 |
| %38:vec4<f32> = construct 0.0f, 0.0f, 0.0f, %x_35 |
| %39:mat4x4<f32> = construct %33, %35, %37, %38 |
| %40:vec4<f32> = mul %39, %x_61 |
| store %x_GLF_color, %40 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B5: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %43:void = call %main_1 |
| %44:vec4<f32> = load %x_GLF_color |
| %45:main_out = construct %44 |
| ret %45 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |