blob: 7d23c68d930205eeacb5feac975c4ba12e92e199 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:f32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 4> @offset(0)
}
strided_arr_1 = struct @align(4) {
el:i32 @offset(0)
}
buf1 = 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 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_7:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_10:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%a:ptr<function, i32, read_write> = var
%b:ptr<function, f32, read_write> = var
%x_39:f32 = load_vector_element %gl_FragCoord, 1u
%9:ptr<uniform, f32, read> = access %x_7, 0u, 0i, 0u
%x_41:f32 = load %9
%11:bool = gte %x_39, %x_41
%12:i32 = select 2i, 0i, %11
store %a, %12
%13:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_45:f32 = load %13
%15:ptr<uniform, f32, read> = access %x_7, 0u, 2i, 0u
%x_47:f32 = load %15
%17:ptr<uniform, f32, read> = access %x_7, 0u, 3i, 0u
%x_49:f32 = load %17
%x_51:i32 = load %a
%20:vec3<f32> = construct %x_45, %x_47, %x_49
%21:f32 = access %20, %x_51
store %b, %21
%x_53:f32 = load %b
%23:ptr<uniform, f32, read> = access %x_7, 0u, 1i, 0u
%x_55:f32 = load %23
%25:bool = eq %x_53, %x_55
if %25 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%26:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_61:i32 = load %26
%28:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_64:i32 = load %28
%30:ptr<uniform, i32, read> = access %x_10, 0u, 1i, 0u
%x_67:i32 = load %30
%32:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_70:i32 = load %32
%34:f32 = convert %x_61
%35:f32 = convert %x_64
%36:f32 = convert %x_67
%37:f32 = convert %x_70
%38:vec4<f32> = construct %34, %35, %36, %37
store %x_GLF_color, %38
exit_if # if_1
}
%b4 = block { # false
%39:ptr<uniform, i32, read> = access %x_10, 0u, 0i, 0u
%x_74:i32 = load %39
%x_75:f32 = convert %x_74
%42:vec4<f32> = construct %x_75, %x_75, %x_75, %x_75
store %x_GLF_color, %42
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b5 {
%b5 = block {
store %gl_FragCoord, %gl_FragCoord_param
%45:void = call %main_1
%46:vec4<f32> = load %x_GLF_color
%47:main_out = construct %46
ret %47
}
}
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. *
********************************************************************