blob: cf36435095e6cdcf88fca0f2779f165f55235377 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) {
el:u32 @offset(0)
}
buf0 = struct @align(4) {
x_GLF_uniform_uint_values:array<strided_arr, 1> @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)
}
strided_arr_2 = struct @align(4) {
el:f32 @offset(0)
}
buf2 = struct @align(4) {
x_GLF_uniform_float_values:array<strided_arr_2, 3> @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_10:ptr<uniform, buf2, read> = var @binding_point(0, 2)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v:ptr<function, vec4<f32>, read_write> = var
%7:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%8:u32 = load %7
%9:ptr<uniform, u32, read> = access %x_6, 0u, 0i, 0u
%10:u32 = load %9
%11:u32 = select %10, 92382u, true
%12:u32 = div %8, %11
%13:vec4<f32> = unpack4x8unorm %12
store %v, %13
%14:vec4<f32> = load %v
%15:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%16:i32 = load %15
%17:f32 = convert %16
%18:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%19:i32 = load %18
%20:f32 = convert %19
%21:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%22:i32 = load %21
%23:f32 = convert %22
%24:ptr<uniform, f32, read> = access %x_10, 0u, 1i, 0u
%25:f32 = load %24
%26:ptr<uniform, f32, read> = access %x_10, 0u, 2i, 0u
%27:f32 = load %26
%28:f32 = div %25, %27
%29:vec4<f32> = construct %17, %20, %23, %28
%30:f32 = distance %14, %29
%31:ptr<uniform, f32, read> = access %x_10, 0u, 0i, 0u
%32:f32 = load %31
%33:bool = lt %30, %32
if %33 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%34:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%35:i32 = load %34
%36:f32 = convert %35
%37:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%38:i32 = load %37
%39:f32 = convert %38
%40:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%41:i32 = load %40
%42:f32 = convert %41
%43:ptr<uniform, i32, read> = access %x_8, 0u, 1i, 0u
%44:i32 = load %43
%45:f32 = convert %44
%46:vec4<f32> = construct %36, %39, %42, %45
store %x_GLF_color, %46
exit_if # if_1
}
%b4 = block { # false
%47:ptr<uniform, i32, read> = access %x_8, 0u, 0i, 0u
%48:i32 = load %47
%49:f32 = convert %48
%50:vec4<f32> = construct %49
store %x_GLF_color, %50
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b5 {
%b5 = block {
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************