blob: e2a8ed147504ed3e29112954465f893c833b3bf0 [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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
store %i, 2i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%5:i32 = load %i
%6:i32 = add %5, 1i
store %i, %6
continue # -> $B4
}
$B4: { # continuing
%7:f32 = load_vector_element %gl_FragCoord, 0u
%x_35:f32 = let %7
%9:bool = gte %x_35, 0.0f
%10:bool = and %9, false
%11:bool = eq %10, false
break_if %11 # -> [t: exit_loop loop_1, f: $B3]
}
}
%12:i32 = load %i
%13:bool = eq %12, 3i
if %13 [t: $B5, f: $B6] { # if_1
$B5: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_1
}
$B6: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B7: {
store %gl_FragCoord, %gl_FragCoord_param
%16:void = call %main_1
%17:vec4<f32> = load %x_GLF_color
%18:main_out = construct %17
ret %18
}
}
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. *
********************************************************************