blob: 771d7ba39f5639543896a80c99f4f599d1b07415 [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)
}
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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v:ptr<function, vec2<i32>, read_write> = var
%7:f32 = load_vector_element %gl_FragCoord, 1u
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%9:f32 = load %8
%10:bool = lt %7, %9
if %10 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%11:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%12:i32 = load %11
%13:f32 = convert %12
%14:vec4<f32> = construct %13
store %x_GLF_color, %14
exit_if # if_1
}
%b4 = block { # false
%15:vec4<f32> = load %gl_FragCoord
%16:vec2<f32> = swizzle %15, xy
%17:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%18:f32 = load %17
%19:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%20:f32 = load %19
%21:vec2<f32> = construct %18, %20
%22:vec2<f32> = sub %16, %21
%23:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%24:f32 = load %23
%25:vec2<f32> = mul %22, %24
%26:vec2<i32> = convert %25
store %v, %26
%27:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%28:f32 = load %27
%29:i32 = load_vector_element %v, 1u
%30:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%31:i32 = load %30
%32:i32 = sub %29, %31
%33:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%34:i32 = load %33
%35:i32 = and %32, %34
%36:f32 = convert %35
%37:i32 = load_vector_element %v, 0u
%38:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%39:i32 = load %38
%40:i32 = and %37, %39
%41:f32 = convert %40
%42:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%43:f32 = load %42
%44:vec4<f32> = construct %28, %36, %41, %43
store %x_GLF_color, %44
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b5 {
%b5 = block {
store %gl_FragCoord, %gl_FragCoord_param
%47:void = call %main_1
%48:vec4<f32> = load %x_GLF_color
%49:main_out = construct %48
ret %49
}
}
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. *
********************************************************************