blob: b5187aa1368ee13607ced2ccb27a57af86e2e65c [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
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%m43:ptr<function, mat4x3<f32>, read_write> = var
%ll1:ptr<function, i32, read_write> = var
%rows:ptr<function, i32, read_write> = var
%ll4:ptr<function, i32, read_write> = var
%ll2:ptr<function, i32, read_write> = var
%c:ptr<function, i32, read_write> = var
%tempm43:ptr<function, mat4x3<f32>, read_write> = var
%ll3:ptr<function, i32, read_write> = var
%d:ptr<function, i32, read_write> = var
%r:ptr<function, i32, read_write> = var
%sums:ptr<function, array<f32, 9>, read_write> = var
%idx:ptr<function, i32, read_write> = var
store %m43, mat4x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f), vec3<f32>(0.0f))
store %ll1, 0i
store %rows, 2i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
if true [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%15:i32 = load %ll1
%16:bool = gte %15, 5i
if %16 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
%17:i32 = load %ll1
%18:i32 = add %17, 1i
store %ll1, %18
store %ll4, 10i
store %ll2, 0i
store %c, 0i
loop [b: $B8, c: $B9] { # loop_2
$B8: { # body
%19:i32 = load %c
%20:bool = lt %19, 1i
if %20 [t: $B10, f: $B11] { # if_3
$B10: { # true
exit_if # if_3
}
$B11: { # false
exit_loop # loop_2
}
}
%21:i32 = load %ll2
%22:bool = gte %21, 0i
if %22 [t: $B12] { # if_4
$B12: { # true
exit_loop # loop_2
}
}
%23:i32 = load %ll2
%24:i32 = add %23, 1i
store %ll2, %24
%25:mat4x3<f32> = load %m43
store %tempm43, %25
store %ll3, 0i
store %d, 0i
loop [b: $B13, c: $B14] { # loop_3
$B13: { # body
%26:i32 = load %ll4
%27:bool = lt 1i, %26
if %27 [t: $B15, f: $B16] { # if_5
$B15: { # true
exit_if # if_5
}
$B16: { # false
exit_loop # loop_3
}
}
%28:i32 = load %d
%x_24:i32 = let %28
%30:i32 = load %d
%x_25:i32 = let %30
%32:i32 = load %d
%x_26:i32 = let %32
%34:i32 = load %r
%x_27:i32 = let %34
%36:i32 = load %r
%x_28:i32 = let %36
%38:i32 = load %r
%x_29:i32 = let %38
%40:bool = gte %x_24, 0i
%41:bool = lt %x_25, 4i
%42:bool = and %40, %41
%43:i32 = select 0i, %x_26, %42
%44:ptr<function, vec3<f32>, read_write> = access %tempm43, %43
%45:ptr<function, vec3<f32>, read_write> = let %44
%46:bool = gte %x_27, 0i
%47:bool = lt %x_28, 3i
%48:bool = and %46, %47
%49:i32 = select 0i, %x_29, %48
store_vector_element %45, %49, 1.0f
continue # -> $B14
}
$B14: { # continuing
%50:i32 = load %d
%51:i32 = add %50, 1i
store %d, %51
next_iteration # -> $B13
}
}
%52:i32 = load %idx
%53:i32 = load %idx
%54:bool = gte %53, 0i
%55:i32 = load %idx
%56:bool = lt %55, 9i
%57:bool = and %54, %56
%58:i32 = select 0i, %52, %57
%x_111:i32 = let %58
%60:ptr<function, f32, read_write> = access %sums, %x_111
%61:ptr<function, f32, read_write> = access %sums, %x_111
%62:f32 = load %61
%63:i32 = load %c
%64:ptr<function, vec3<f32>, read_write> = access %m43, %63
%65:f32 = load_vector_element %64, 1u
%66:f32 = add %62, %65
store %60, %66
continue # -> $B9
}
$B9: { # continuing
%67:i32 = load %c
%68:i32 = add %67, 1i
store %c, %68
next_iteration # -> $B8
}
}
%69:i32 = load %idx
%70:i32 = add %69, 1i
store %idx, %70
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
ret
}
}
%tint_symbol = @fragment func():main_out {
$B17: {
%72:void = call %main_1
%73:vec4<f32> = load %x_GLF_color
%74:main_out = construct %73
ret %74
}
}
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. *
********************************************************************