blob: 7731469595abbce139c9b73d03d44a1a43cc7fd0 [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)
}
buf2 = struct @align(8) {
resolution:vec2<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_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_8:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%f:ptr<function, f32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%8:f32 = load %7
%9:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%10:f32 = load_vector_element %9, 0u
%11:f32 = mul %8, %10
%12:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%13:f32 = load %12
%14:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%15:f32 = load_vector_element %14, 0u
%16:f32 = round %15
%17:f32 = mul %13, %16
%18:f32 = add %11, %17
%19:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%20:f32 = load_vector_element %19, 1u
%21:f32 = add %18, %20
store %f, %21
%22:f32 = load %f
%23:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%24:f32 = load %23
%25:bool = eq %22, %24
if %25 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%26:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%27:i32 = load %26
%28:f32 = convert %27
%29:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%30:i32 = load %29
%31:f32 = convert %30
%32:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%33:i32 = load %32
%34:f32 = convert %33
%35:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %28, %31, %34, %37
store %x_GLF_color, %38
exit_if # if_1
}
%b4 = block { # false
%39:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%40:i32 = load %39
%41:f32 = convert %40
%42:vec4<f32> = construct %41
store %x_GLF_color, %42
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%44:void = call %main_1
%45:vec4<f32> = load %x_GLF_color
%46:main_out = construct %45
ret %46
}
}
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. *
********************************************************************