blob: a28f9daa54d6abed7a8ad7d510c9145f8e9b5ee0 [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, 7> @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_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%v1:ptr<function, vec4<f32>, read_write> = var
%v2:ptr<function, vec4<f32>, read_write> = var
%v3:ptr<function, vec4<f32>, read_write> = var
%v4:ptr<function, vec4<f32>, read_write> = var
%x_69:ptr<function, bool, read_write> = var
%x_70:ptr<function, bool, read_write> = var
%x_77:ptr<function, bool, read_write> = var
%x_78:ptr<function, bool, read_write> = var
%x_85:ptr<function, bool, read_write> = var
%x_86:ptr<function, bool, read_write> = var
%x_93:ptr<function, bool, read_write> = var
%x_94:ptr<function, bool, read_write> = var
%16:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%17:f32 = load %16
%18:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%19:f32 = load %18
%20:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%21:f32 = load %20
%22:ptr<uniform, f32, read> = access %x_6, 0u, 2i, 0u
%23:f32 = load %22
%24:vec4<f32> = construct %17, %19, %21, %23
store %v1, %24
store %v2, vec4<f32>(1.57079637050628662109f, 1.11976957321166992188f, 1.0f, 0.92729520797729492188f)
%25:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%26:f32 = load %25
%27:vec4<f32> = construct %26
store %v3, %27
%28:vec4<f32> = load %v1
%29:vec4<f32> = load %v2
%30:vec4<f32> = load %v3
%31:vec4<f32> = smoothstep %28, %29, %30
store %v4, %31
%32:vec4<f32> = load %v4
%33:vec4<f32> = swizzle %32, xywx
store %x_GLF_color, %33
%34:f32 = load_vector_element %v4, 0u
%35:ptr<uniform, f32, read> = access %x_6, 0u, 4i, 0u
%36:f32 = load %35
%x_62:bool = gt %34, %36
store %x_70, %x_62
if %x_62 [t: %b3] { # if_1
%b3 = block { # true
%38:f32 = load_vector_element %v4, 0u
%39:ptr<uniform, f32, read> = access %x_6, 0u, 5i, 0u
%40:f32 = load %39
%41:bool = lt %38, %40
store %x_69, %41
%42:bool = load %x_69
store %x_70, %42
exit_if # if_1
}
}
%43:bool = load %x_70
store %x_78, %43
%44:bool = load %x_70
if %44 [t: %b4] { # if_2
%b4 = block { # true
%45:f32 = load_vector_element %v4, 1u
%46:ptr<uniform, f32, read> = access %x_6, 0u, 3i, 0u
%47:f32 = load %46
%48:bool = gt %45, %47
store %x_77, %48
%49:bool = load %x_77
store %x_78, %49
exit_if # if_2
}
}
%50:bool = load %x_78
store %x_86, %50
%51:bool = load %x_78
if %51 [t: %b5] { # if_3
%b5 = block { # true
%52:f32 = load_vector_element %v4, 1u
%53:ptr<uniform, f32, read> = access %x_6, 0u, 6i, 0u
%54:f32 = load %53
%55:bool = lt %52, %54
store %x_85, %55
%56:bool = load %x_85
store %x_86, %56
exit_if # if_3
}
}
%57:bool = load %x_86
store %x_94, %57
%58:bool = load %x_86
if %58 [t: %b6] { # if_4
%b6 = block { # true
%59:f32 = load_vector_element %v4, 3u
%60:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%61:f32 = load %60
%62:bool = eq %59, %61
store %x_93, %62
%63:bool = load %x_93
store %x_94, %63
exit_if # if_4
}
}
%64:bool = load %x_94
if %64 [t: %b7, f: %b8] { # if_5
%b7 = block { # true
%65:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%66:f32 = load %65
%67:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%68:f32 = load %67
%69:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%70:f32 = load %69
%71:ptr<uniform, f32, read> = access %x_6, 0u, 0i, 0u
%72:f32 = load %71
%73:vec4<f32> = construct %66, %68, %70, %72
store %x_GLF_color, %73
exit_if # if_5
}
%b8 = block { # false
%74:ptr<uniform, f32, read> = access %x_6, 0u, 1i, 0u
%75:f32 = load %74
%76:vec4<f32> = construct %75
store %x_GLF_color, %76
exit_if # if_5
}
}
ret
}
}
%tint_symbol = @fragment func():main_out -> %b9 {
%b9 = block {
%78:void = call %main_1
%79:vec4<f32> = load %x_GLF_color
%80:main_out = construct %79
ret %80
}
}
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. *
********************************************************************