blob: 95eac612c0e9eea81c6406083ee694d7d3c72fba [file] [log] [blame]
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, 3> @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: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_14:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%f1_f1_ = func(%a:ptr<function, f32, read_write>):f32 {
$B2: {
%b:ptr<function, i32, read_write> = var
%c:ptr<function, f32, read_write> = var
store %b, 8i
%9:f32 = load_vector_element %gl_FragCoord, 1u
%10:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%11:f32 = load %10
%12:bool = gte %9, %11
if %12 [t: $B3] { # if_1
$B3: { # true
%13:i32 = load %b
%14:i32 = add %13, 1i
store %b, %14
%15:i32 = load %b
%16:i32 = add %15, 1i
store %b, %16
exit_if # if_1
}
}
%17:f32 = load %a
%18:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%19:f32 = load %18
%20:bool = lt %17, %19
if %20 [t: $B4] { # if_2
$B4: { # true
%21:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%22:f32 = load %21
%x_88:f32 = let %22
ret %x_88
}
}
%24:i32 = load %b
%25:i32 = max %24, 0i
%26:i32 = min %25, 2i
%27:f32 = convert %26
store %c, %27
%28:f32 = load %c
%x_92:f32 = let %28
ret %x_92
}
}
%main_1 = func():void {
$B5: {
%a_1:ptr<function, f32, read_write> = var
%param:ptr<function, f32, read_write> = var
%33:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%34:f32 = load %33
store %param, %34
%35:f32 = call %f1_f1_, %param
%x_44:f32 = let %35
store %a_1, %x_44
%37:f32 = load %a_1
%38:ptr<uniform, f32, read> = access %x_9, 0u, 2i, 0u
%39:f32 = load %38
%40:bool = eq %37, %39
if %40 [t: $B6, f: $B7] { # if_3
$B6: { # true
%41:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:f32 = let %43
%45:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%46:i32 = load %45
%47:f32 = convert %46
%48:f32 = let %47
%49:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%50:i32 = load %49
%51:f32 = convert %50
%52:f32 = let %51
%53:ptr<uniform, i32, read> = access %x_14, 0u, 1i, 0u
%54:i32 = load %53
%55:f32 = convert %54
%56:vec4<f32> = construct %44, %48, %52, %55
store %x_GLF_color, %56
exit_if # if_3
}
$B7: { # false
%57:ptr<uniform, i32, read> = access %x_14, 0u, 0i, 0u
%58:i32 = load %57
%59:f32 = convert %58
%60:vec4<f32> = construct %59
store %x_GLF_color, %60
exit_if # if_3
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_color
%65:main_out = construct %64
ret %65
}
}
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. *
********************************************************************