blob: b27d6c21e6e4ba7793b1f8a6dfb0d900d1c9def4 [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)
}
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: { # 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: {
%f:ptr<function, f32, read_write> = var
%7:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%8:f32 = load %7
%x_37:f32 = let %8
%10:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%11:f32 = load_vector_element %10, 0u
%x_39:f32 = let %11
%13:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%14:f32 = load %13
%x_42:f32 = let %14
%16:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%17:f32 = load_vector_element %16, 0u
%x_44:f32 = let %17
%19:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%20:f32 = load_vector_element %19, 1u
%x_49:f32 = let %20
%22:f32 = mul %x_37, %x_39
%23:f32 = round %x_44
%24:f32 = mul %x_42, %23
%25:f32 = add %22, %24
%26:f32 = add %25, %x_49
store %f, %26
%27:f32 = load %f
%x_51:f32 = let %27
%29:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%30:f32 = load %29
%x_53:f32 = let %30
%32:bool = eq %x_51, %x_53
if %32 [t: $B3, f: $B4] { # if_1
$B3: { # true
%33:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%34:i32 = load %33
%x_59:i32 = let %34
%36:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%37:i32 = load %36
%x_62:i32 = let %37
%39:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%40:i32 = load %39
%x_65:i32 = let %40
%42:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%43:i32 = load %42
%x_68:i32 = let %43
%45:f32 = convert %x_59
%46:f32 = let %45
%47:f32 = convert %x_62
%48:f32 = let %47
%49:f32 = convert %x_65
%50:f32 = let %49
%51:f32 = convert %x_68
%52:vec4<f32> = construct %46, %48, %50, %51
store %x_GLF_color, %52
exit_if # if_1
}
$B4: { # false
%53:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%54:i32 = load %53
%x_72:i32 = let %54
%56:f32 = convert %x_72
%x_73:f32 = let %56
%58:vec4<f32> = construct %x_73, %x_73, %x_73, %x_73
store %x_GLF_color, %58
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B5: {
%60:void = call %main_1
%61:vec4<f32> = load %x_GLF_color
%62:main_out = construct %61
ret %62
}
}
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. *
********************************************************************