blob: 1c9b5a021c62aa7174da40c064850629c40efc87 [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)
}
buf1 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr, 3> @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 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v:ptr<function, vec2<i32>, read_write> = var
%x_39:f32 = load_vector_element %gl_FragCoord, 1u
%8:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%x_41:f32 = load %8
%10:bool = lt %x_39, %x_41
if %10 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%11:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%x_47:i32 = load %11
%x_48:f32 = convert %x_47
%14:vec4<f32> = construct %x_48, %x_48, %x_48, %x_48
store %x_GLF_color, %14
exit_if # if_1
}
%b4 = block { # false
%x_50:vec4<f32> = load %gl_FragCoord
%16:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%x_53:f32 = load %16
%18:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%x_55:f32 = load %18
%20:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%x_59:f32 = load %20
%22:f32 = access %x_50, 0u
%23:f32 = access %x_50, 1u
%24:vec2<f32> = construct %22, %23
%25:vec2<f32> = construct %x_53, %x_55
%26:vec2<f32> = sub %24, %25
%27:vec2<f32> = mul %26, %x_59
%28:vec2<i32> = convert %27
store %v, %28
%29:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%x_63:f32 = load %29
%x_65:i32 = load_vector_element %v, 1u
%32:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_67:i32 = load %32
%34:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_70:i32 = load %34
%x_74:i32 = load_vector_element %v, 0u
%37:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%x_76:i32 = load %37
%39:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%x_80:f32 = load %39
%41:i32 = sub %x_65, %x_67
%42:i32 = and %41, %x_70
%43:f32 = convert %42
%44:i32 = and %x_74, %x_76
%45:f32 = convert %44
%46:vec4<f32> = construct %x_63, %43, %45, %x_80
store %x_GLF_color, %46
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
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
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. *
********************************************************************