blob: cc6ba45a29434339351b892cd852c3ed5871aa6f [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, 1> @offset(0)
}
buf1 = struct @align(8) {
v1:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_8:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%m24:ptr<function, mat2x2<f32>, read_write> = var
%a:ptr<function, f32, read_write> = var
%v2:ptr<function, vec2<f32>, read_write> = var
%v3:ptr<function, vec2<f32>, read_write> = var
%9:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%10:f32 = load %9
%11:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%12:f32 = load %11
%13:vec2<f32> = construct %10, %12
%14:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%15:f32 = load_vector_element %14, 0u
%16:f32 = mul %15, 1.0f
%17:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%18:f32 = load %17
%19:vec2<f32> = construct %16, %18
%20:mat2x2<f32> = construct %13, %19
store %m24, %20
%21:ptr<function, vec2<f32>, read_write> = access %m24, 0u
%22:f32 = load_vector_element %21, 0u
store %a, %22
store %v2, vec2<f32>(1.0f)
%23:vec2<f32> = load %v2
%24:f32 = load %a
%25:vec2<f32> = construct %24, 1.0f
%26:vec2<f32> = reflect %23, %25
store %v3, %26
%27:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%28:f32 = load %27
%29:f32 = load_vector_element %v3, 0u
%30:f32 = load_vector_element %v3, 1u
%31:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%32:f32 = load %31
%33:vec4<f32> = construct %28, %29, %30, %32
store %x_GLF_color, %33
%34:ptr<uniform, vec2<f32>, read> = access %x_8, 0u
%35:f32 = load_vector_element %34, 1u
%36:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%37:f32 = load %36
%38:bool = eq %35, %37
if %38 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%39:f32 = load_vector_element %x_GLF_color, 0u
%40:f32 = load_vector_element %x_GLF_color, 3u
%41:vec4<f32> = construct %39, vec2<f32>(0.0f), %40
store %x_GLF_color, %41
exit_if # if_1
}
%b4 = block { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%43:void = call %main_1
%44:vec4<f32> = load %x_GLF_color
%45:main_out = construct %44
ret %45
}
}
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. *
********************************************************************