blob: fbb13dd09fc27610b02619c9a71ec15ba3d73dab [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, 1> @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: {
%v1:ptr<function, vec2<f32>, read_write> = var
%b:ptr<function, vec2<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%x_51:ptr<function, bool, read_write> = var
%x_52_phi:ptr<function, bool, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%10:f32 = load %9
%x_30:f32 = let %10
%12:vec2<f32> = construct %x_30, %x_30
store %v1, %12
%13:vec2<f32> = load %v1
%x_32:vec2<f32> = let %13
%15:vec2<f32> = fract %x_32
store %b, %15
%16:vec2<f32> = load %b
%x_34:vec2<f32> = let %16
%18:vec2<f32> = smoothstep vec2<f32>(1.0f), vec2<f32>(1.0f), %x_34
%19:f32 = access %18, 0u
store %a, %19
%20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%21:f32 = load %20
%x_38:f32 = let %21
%23:f32 = load %a
%x_39:f32 = let %23
%25:f32 = load %a
%x_40:f32 = let %25
%27:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%28:f32 = load %27
%x_42:f32 = let %28
%30:vec4<f32> = construct %x_38, %x_39, %x_40, %x_42
store %x_GLF_color, %30
%31:f32 = load_vector_element %b, 0u
%x_45:f32 = let %31
%33:bool = lt %x_45, 1.0f
%x_46:bool = let %33
store %x_52_phi, %x_46
if %x_46 [t: $B3] { # if_1
$B3: { # true
%35:f32 = load_vector_element %b, 1u
%x_50:f32 = let %35
%37:bool = lt %x_50, 1.0f
store %x_51, %37
%38:bool = load %x_51
store %x_52_phi, %38
exit_if # if_1
}
}
%39:bool = load %x_52_phi
%x_52:bool = let %39
if %x_52 [t: $B4, f: $B5] { # if_2
$B4: { # true
%41:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%42:f32 = load %41
%x_57:f32 = let %42
%44:f32 = load_vector_element %b, 0u
%x_59:f32 = let %44
%46:f32 = load_vector_element %b, 1u
%x_61:f32 = let %46
%48:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%49:f32 = load %48
%x_63:f32 = let %49
%51:vec4<f32> = construct %x_57, %x_59, %x_61, %x_63
store %x_GLF_color, %51
exit_if # if_2
}
$B5: { # false
%52:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%53:f32 = load %52
%x_66:f32 = let %53
%55:vec4<f32> = construct %x_66, %x_66, %x_66, %x_66
store %x_GLF_color, %55
exit_if # if_2
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B6: {
%57:void = call %main_1
%58:vec4<f32> = load %x_GLF_color
%59:main_out = construct %58
ret %59
}
}
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. *
********************************************************************