| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:1257 internal compiler error: S = struct @align(8) { |
| f1:i32 @offset(0) |
| f2:mat2x2<f32> @offset(8) |
| } |
| |
| 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 |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %x_41:ptr<function, mat2x2<f32>, read_write> = var |
| %x_6:ptr<function, i32, read_write> = var |
| %x_42:ptr<function, mat2x2<f32>, read_write> = var |
| %x_49:ptr<function, mat2x2<f32>, read_write> = var |
| %8:f32 = load_vector_element %gl_FragCoord, 0u |
| %9:bool = lt %8, 0.0f |
| if %9 [t: $B3, f: $B4] { # if_1 |
| $B3: { # true |
| store %x_42, mat2x2<f32>(vec2<f32>(1.0f, 2.0f), vec2<f32>(3.0f, 4.0f)) |
| store %x_49, mat2x2<f32>(vec2<f32>(1.0f, 2.0f), vec2<f32>(3.0f, 4.0f)) |
| exit_if # if_1 |
| } |
| $B4: { # false |
| store %x_42, mat2x2<f32>(vec2<f32>(0.5f, -0.5f), vec2<f32>(-0.5f, 0.5f)) |
| store %x_49, mat2x2<f32>(vec2<f32>(0.5f, -0.5f), vec2<f32>(-0.5f, 0.5f)) |
| exit_if # if_1 |
| } |
| } |
| %10:mat2x2<f32> = load %x_49 |
| %11:mat2x2<f32> = transpose %10 |
| %12:S = construct 1i, %11 |
| %x_51:S = let %12 |
| %14:i32 = access %x_51, 0u |
| %x_52:i32 = let %14 |
| store %x_6, %x_52 |
| %16:mat2x2<f32> = access %x_51, 1u |
| store %x_41, %16 |
| %17:f32 = convert %x_52 |
| %18:f32 = let %17 |
| %19:ptr<function, vec2<f32>, read_write> = access %x_41, 0u |
| %20:f32 = load_vector_element %19, 0u |
| %21:ptr<function, vec2<f32>, read_write> = access %x_41, 1u |
| %22:f32 = load_vector_element %21, 0u |
| %23:f32 = add %20, %22 |
| %24:f32 = let %23 |
| %25:ptr<function, vec2<f32>, read_write> = access %x_41, 0u |
| %26:f32 = load_vector_element %25, 1u |
| %27:ptr<function, vec2<f32>, read_write> = access %x_41, 1u |
| %28:f32 = load_vector_element %27, 1u |
| %29:f32 = add %26, %28 |
| %30:f32 = let %29 |
| %31:f32 = convert %x_52 |
| %32:vec4<f32> = construct %18, %24, %30, %31 |
| store %x_GLF_color, %32 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B5: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %35:void = call %main_1 |
| %36:vec4<f32> = load %x_GLF_color |
| %37:main_out = construct %36 |
| ret %37 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |