blob: bb2815368bfb6549b402459d0149a43e0cd4f5c1 [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_phi:ptr<function, mat2x2<f32>, read_write> = var
%8:f32 = load_vector_element %gl_FragCoord, 0u
%x_44:f32 = let %8
%10:bool = lt %x_44, 0.0f
if %10 [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_phi, 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_phi, mat2x2<f32>(vec2<f32>(0.5f, -0.5f), vec2<f32>(-0.5f, 0.5f))
exit_if # if_1
}
}
%11:mat2x2<f32> = load %x_49_phi
%x_49:mat2x2<f32> = let %11
%13:mat2x2<f32> = transpose %x_49
%14:S = construct 1i, %13
%x_51:S = let %14
%16:i32 = access %x_51, 0u
%x_52:i32 = let %16
store %x_6, %x_52
%18:mat2x2<f32> = access %x_51, 1u
store %x_41, %18
%19:mat2x2<f32> = load %x_41
%x_56:mat2x2<f32> = let %19
%21:mat2x2<f32> = load %x_41
%x_59:mat2x2<f32> = let %21
%23:mat2x2<f32> = load %x_41
%x_63:mat2x2<f32> = let %23
%25:mat2x2<f32> = load %x_41
%x_66:mat2x2<f32> = let %25
%27:f32 = convert %x_52
%28:f32 = let %27
%29:f32 = access %x_56, 0u, 0u
%30:f32 = access %x_59, 1u, 0u
%31:f32 = add %29, %30
%32:f32 = access %x_63, 0u, 1u
%33:f32 = access %x_66, 1u, 1u
%34:f32 = add %32, %33
%35:f32 = convert %x_52
%36:vec4<f32> = construct %28, %31, %34, %35
store %x_GLF_color, %36
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%39:void = call %main_1
%40:vec4<f32> = load %x_GLF_color
%41:main_out = construct %40
ret %41
}
}
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. *
********************************************************************