blob: e3e74ae2bc843b7f7591b22c30207758f5cbe386 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 3> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%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: {
%a:ptr<function, i32, read_write> = var
%5:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%6:i32 = load %5
store %a, %6
%7:i32 = load %a
%8:vec2<i32> = construct %7
%9:vec2<i32> = let %8
%10:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%11:i32 = load %10
%12:vec2<i32> = construct %11, 63677i
%13:vec2<i32> = call %tint_div_v2i32, %9, %12
%15:i32 = access %13, 1u
%16:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%17:i32 = load %16
%18:bool = eq %15, %17
if %18 [t: $B3, f: $B4] { # if_1
$B3: { # true
%19:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%20:i32 = load %19
%21:f32 = convert %20
%22:f32 = let %21
%23:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%24:i32 = load %23
%25:f32 = convert %24
%26:f32 = let %25
%27:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%28:i32 = load %27
%29:f32 = convert %28
%30:f32 = let %29
%31:ptr<uniform, i32, read> = access %x_6, 0u, 2i, 0u
%32:i32 = load %31
%33:f32 = convert %32
%34:vec4<f32> = construct %22, %26, %30, %33
store %x_GLF_color, %34
exit_if # if_1
}
$B4: { # false
%35:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:vec4<f32> = construct %37
store %x_GLF_color, %38
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
%tint_div_v2i32 = func(%lhs:vec2<i32>, %rhs:vec2<i32>):vec2<i32> {
$B6: {
%45:vec2<bool> = eq %rhs, vec2<i32>(0i)
%46:vec2<bool> = eq %lhs, vec2<i32>(-2147483648i)
%47:vec2<bool> = eq %rhs, vec2<i32>(-1i)
%48:vec2<bool> = and %46, %47
%49:vec2<bool> = or %45, %48
%50:vec2<i32> = select %rhs, vec2<i32>(1i), %49
%51:vec2<i32> = div %lhs, %50
ret %51
}
}
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. *
********************************************************************