blob: 81f9299724aa6588cd9163579c310ec2b5b2500a [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, 2> @offset(0)
}
buf2 = struct @align(4) {
zero: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_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_10:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_13:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%continue_execution:ptr<private, bool, read_write> = var, true
}
%func_vf2_ = func(%pos:ptr<function, vec2<f32>, read_write>):bool {
$B2: {
%9:f32 = load_vector_element %pos, 0u
%x_62:f32 = let %9
%11:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%12:f32 = load %11
%x_64:f32 = let %12
%14:bool = lt %x_62, %x_64
if %14 [t: $B3] { # if_1
$B3: { # true
ret true
}
}
%15:f32 = load_vector_element %pos, 1u
%x_69:f32 = let %15
%17:ptr<uniform, f32, read> = access %x_8, 0u, 0i, 0u
%18:f32 = load %17
%x_71:f32 = let %18
%20:bool = gt %x_69, %x_71
if %20 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%21:ptr<uniform, f32, read> = access %x_10, 0u
%22:f32 = load %21
%x_76:f32 = let %22
%24:ptr<uniform, f32, read> = access %x_8, 0u, 1i, 0u
%25:f32 = load %24
%x_78:f32 = let %25
%27:bool = gt %x_76, %x_78
if %27 [t: $B5] { # if_3
$B5: { # true
ret true
}
}
ret true
}
}
%main_1 = func():void {
$B6: {
%param:ptr<function, vec2<f32>, read_write> = var
%30:vec4<f32> = load %gl_FragCoord
%x_42:vec4<f32> = let %30
%32:f32 = access %x_42, 0u
%33:f32 = access %x_42, 1u
%34:vec2<f32> = construct %32, %33
store %param, %34
%35:bool = call %func_vf2_, %param
%x_44:bool = let %35
if %x_44 [t: $B7] { # if_4
$B7: { # true
store %continue_execution, false
exit_if # if_4
}
}
%37:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%38:i32 = load %37
%x_48:i32 = let %38
%40:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%41:i32 = load %40
%x_51:i32 = let %41
%43:ptr<uniform, i32, read> = access %x_13, 0u, 1i, 0u
%44:i32 = load %43
%x_54:i32 = let %44
%46:ptr<uniform, i32, read> = access %x_13, 0u, 0i, 0u
%47:i32 = load %46
%x_57:i32 = let %47
%49:f32 = convert %x_48
%50:f32 = let %49
%51:f32 = convert %x_51
%52:f32 = let %51
%53:f32 = convert %x_54
%54:f32 = let %53
%55:f32 = convert %x_57
%56:vec4<f32> = construct %50, %52, %54, %55
store %x_GLF_color, %56
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%59:void = call %main_1
%60:vec4<f32> = load %x_GLF_color
%61:main_out = construct %60
%62:bool = load %continue_execution
%63:bool = eq %62, false
if %63 [t: $B9] { # if_5
$B9: { # true
terminate_invocation
}
}
ret %61
}
}
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. *
********************************************************************