blob: d106aa1af72bfce008f063468c4c3d8c78ea0247 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:i32 @offset(0)
}
buf1 = struct @align(4) {
x_GLF_uniform_int_values:array<strided_arr, 2> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_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_9:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v:ptr<function, vec4<f32>, read_write> = var
%f:ptr<function, f32, read_write> = var
%x_56:ptr<function, bool, read_write> = var
%x_57:ptr<function, bool, read_write> = var
%9:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%10:i32 = load %9
%11:f32 = convert %10
%12:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%13:i32 = load %12
%14:f32 = convert %13
%15:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%16:i32 = load %15
%17:f32 = convert %16
%18:vec4<f32> = construct %11, %14, -621.59600830078125f, %17
store %v, %18
%19:vec4<f32> = load %v
%20:vec4<f32> = trunc %19
%21:vec4<f32> = atan %20
%22:f32 = access %21, 2u
store %f, %22
%23:f32 = load %f
%24:ptr<uniform, f32, read> = access %x_9, 0u, 0i, 0u
%25:f32 = load %24
%26:f32 = negation %25
%x_49:bool = gt %23, %26
store %x_57, %x_49
if %x_49 [t: %b3] { # if_1
%b3 = block { # true
%28:f32 = load %f
%29:ptr<uniform, f32, read> = access %x_9, 0u, 1i, 0u
%30:f32 = load %29
%31:f32 = negation %30
%32:bool = lt %28, %31
store %x_56, %32
%33:bool = load %x_56
store %x_57, %33
exit_if # if_1
}
}
%34:bool = load %x_57
if %34 [t: %b4, f: %b5] { # if_2
%b4 = block { # true
%35:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%36:i32 = load %35
%37:f32 = convert %36
%38:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%39:i32 = load %38
%40:f32 = convert %39
%41:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%42:i32 = load %41
%43:f32 = convert %42
%44:ptr<uniform, i32, read> = access %x_6, 0u, 1i, 0u
%45:i32 = load %44
%46:f32 = convert %45
%47:vec4<f32> = construct %37, %40, %43, %46
store %x_GLF_color, %47
exit_if # if_2
}
%b5 = block { # false
%48:ptr<uniform, i32, read> = access %x_6, 0u, 0i, 0u
%49:i32 = load %48
%50:f32 = convert %49
%51:vec4<f32> = construct %50
store %x_GLF_color, %51
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b6 {
%b6 = block {
%53:void = call %main_1
%54:vec4<f32> = load %x_GLF_color
%55:main_out = construct %54
ret %55
}
}
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. *
********************************************************************