| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:1257 internal compiler error: main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %func_ = func():vec4<f32> { |
| $B2: { |
| %x:ptr<function, f32, read_write> = var |
| store %x, 1.0f |
| %5:f32 = load_vector_element %gl_FragCoord, 0u |
| %x_30:f32 = let %5 |
| %7:bool = lt %x_30, 0.0f |
| if %7 [t: $B3] { # if_1 |
| $B3: { # true |
| store %x, 0.5f |
| exit_if # if_1 |
| } |
| } |
| %8:f32 = load %x |
| %x_34:f32 = let %8 |
| %10:vec4<f32> = construct %x_34, 0.0f, 0.0f, 1.0f |
| ret %10 |
| } |
| } |
| %main_1 = func():void { |
| $B4: { |
| store %x_GLF_color, vec4<f32>(0.0f) |
| loop [b: $B5, c: $B6] { # loop_1 |
| $B5: { # body |
| %12:vec4<f32> = call %func_ |
| %x_26:vec4<f32> = let %12 |
| store %x_GLF_color, %x_26 |
| if false [t: $B7, f: $B8] { # if_2 |
| $B7: { # true |
| exit_if # if_2 |
| } |
| $B8: { # false |
| exit_loop # loop_1 |
| } |
| } |
| continue # -> $B6 |
| } |
| $B6: { # continuing |
| next_iteration # -> $B5 |
| } |
| } |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B9: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %16:void = call %main_1 |
| %17:vec4<f32> = load %x_GLF_color |
| %18:main_out = construct %17 |
| ret %18 |
| } |
| } |
| |
| invalid entry point IO struct uses |
| ******************************************************************** |
| * 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. * |
| ******************************************************************** |