blob: 48bb46582aba5e2a75d022c20add29832a5ece87 [file] [log] [blame]
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. *
********************************************************************