blob: dec657105472bbf929b7df6a96e0932e3d88f5d2 [file] [log] [blame]
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
%data:ptr<private, array<i32, 9>, read_write> = var
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%temp:ptr<private, array<i32, 7>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_i1_ = func(%a:ptr<function, i32, read_write>):f32 {
$B2: {
%b:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%x_115:ptr<function, bool, read_write> = var
%x_116:ptr<function, bool, read_write> = var
store %b, 0i
%11:ptr<private, i32, read_write> = access %data, 0i
store %11, 5i
%12:ptr<private, i32, read_write> = access %data, 2i
store %12, 0i
%13:ptr<private, i32, read_write> = access %data, 4i
store %13, 0i
%14:ptr<private, i32, read_write> = access %data, 6i
store %14, 0i
%15:ptr<private, i32, read_write> = access %data, 8i
store %15, 0i
%16:f32 = load_vector_element %gl_FragCoord, 0u
%17:bool = gte %16, 0.0f
if %17 [t: $B3] { # if_1
$B3: { # true
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%18:i32 = load %b
%19:i32 = load %a
%20:bool = lte %18, %19
if %20 [t: $B6, f: $B7] { # if_2
$B6: { # true
exit_if # if_2
}
$B7: { # false
exit_loop # loop_1
}
}
%21:i32 = load %b
%22:bool = lte %21, 5i
if %22 [t: $B8] { # if_3
$B8: { # true
%23:i32 = load %b
%x_87:i32 = let %23
%25:ptr<private, i32, read_write> = access %temp, %x_87
%26:i32 = load %b
%27:ptr<private, i32, read_write> = access %data, %26
%28:i32 = load %27
store %25, %28
%29:i32 = load %b
%30:i32 = add %29, 2i
store %b, %30
exit_if # if_3
}
}
continue # -> $B5
}
$B5: { # continuing
next_iteration # -> $B4
}
}
exit_if # if_1
}
}
store %i, 0i
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%31:i32 = load %i
%32:bool = lt %31, 3i
if %32 [t: $B11, f: $B12] { # if_4
$B11: { # true
exit_if # if_4
}
$B12: { # false
exit_loop # loop_2
}
}
%33:i32 = load %i
%x_101:i32 = let %33
%35:ptr<private, i32, read_write> = access %data, %x_101
%36:ptr<private, i32, read_write> = access %temp, 0i
%37:i32 = load %36
%38:i32 = add %37, 1i
store %35, %38
continue # -> $B10
}
$B10: { # continuing
%39:i32 = load %i
%40:i32 = add %39, 1i
store %i, %40
next_iteration # -> $B9
}
}
%41:ptr<private, i32, read_write> = access %temp, 0i
%42:i32 = load %41
%43:bool = eq %42, 5i
%x_110:bool = let %43
store %x_116, %x_110
if %x_110 [t: $B13] { # if_5
$B13: { # true
%45:ptr<private, i32, read_write> = access %data, 0i
%46:i32 = load %45
%47:bool = eq %46, 6i
store %x_115, %47
%48:bool = load %x_115
store %x_116, %48
exit_if # if_5
}
}
%49:bool = load %x_116
if %49 [t: $B14, f: $B15] { # if_6
$B14: { # true
ret 1.0f
}
$B15: { # false
ret 0.0f
}
}
unreachable
}
}
%main_1 = func():void {
$B16: {
%i_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%param_1:ptr<function, i32, read_write> = var
store %i_1, 0i
loop [b: $B17, c: $B18] { # loop_3
$B17: { # body
%54:i32 = load %i_1
%55:bool = lt %54, 6i
if %55 [t: $B19, f: $B20] { # if_7
$B19: { # true
exit_if # if_7
}
$B20: { # false
exit_loop # loop_3
}
}
%56:i32 = load %i_1
store %param, %56
%57:f32 = call %func_i1_, %param
%x_55:f32 = let %57
%59:i32 = load %i_1
store %param_1, %59
%60:f32 = call %func_i1_, %param_1
%x_57:f32 = let %60
%62:bool = eq %x_57, 1.0f
if %62 [t: $B21, f: $B22] { # if_8
$B21: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_8
}
$B22: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_8
}
}
continue # -> $B18
}
$B18: { # continuing
%63:i32 = load %i_1
%64:i32 = add %63, 1i
store %i_1, %64
next_iteration # -> $B17
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B23: {
store %gl_FragCoord, %gl_FragCoord_param
%67:void = call %main_1
%68:vec4<f32> = load %x_GLF_color
%69:main_out = construct %68
ret %69
}
}
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. *
********************************************************************