blob: 9fe3ea4b8696ef70631f6b8fbc563f0c42f6f50a [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
}
%func_ = func():vec3<f32> {
$B2: {
%v:ptr<function, vec2<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%k:ptr<function, i32, read_write> = var
store %v, vec2<f32>(1.0f)
store %i, 0i
store %k, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%6:i32 = load %k
%7:bool = lt %6, 2i
if %7 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%8:f32 = load_vector_element %v, 1u
%9:f32 = add %8, 1.0f
%10:bool = gt %9, 4.0f
if %10 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
store_vector_element %v, 1u, 1.0f
%11:i32 = load %i
%12:i32 = add %11, 1i
store %i, %12
continue # -> $B4
}
$B4: { # continuing
%13:i32 = load %k
%14:i32 = add %13, 1i
store %k, %14
next_iteration # -> $B3
}
}
%15:i32 = load %i
%16:bool = lt %15, 10i
if %16 [t: $B8, f: $B9] { # if_3
$B8: { # true
ret vec3<f32>(1.0f, 0.0f, 0.0f)
}
$B9: { # false
ret vec3<f32>(0.0f, 0.0f, 1.0f)
}
}
unreachable
}
}
%main_1 = func():void {
$B10: {
%j:ptr<function, i32, read_write> = var
%data:ptr<function, array<vec3<f32>, 2>, read_write> = var
%j_1:ptr<function, i32, read_write> = var
store %j, 0i
loop [b: $B11, c: $B12] { # loop_2
$B11: { # body
%21:i32 = load %j
%22:bool = lt %21, 1i
if %22 [t: $B13, f: $B14] { # if_4
$B13: { # true
exit_if # if_4
}
$B14: { # false
exit_loop # loop_2
}
}
%23:i32 = load %j
%x_49:i32 = let %23
%25:vec3<f32> = call %func_
%x_50:vec3<f32> = let %25
%27:ptr<function, vec3<f32>, read_write> = access %data, %x_49
store %27, %x_50
continue # -> $B12
}
$B12: { # continuing
%28:i32 = load %j
%29:i32 = add %28, 1i
store %j, %29
next_iteration # -> $B11
}
}
store %j_1, 0i
loop [b: $B15, c: $B16] { # loop_3
$B15: { # body
%30:i32 = load %j_1
%31:bool = lt %30, 1i
if %31 [t: $B17, f: $B18] { # if_5
$B17: { # true
exit_if # if_5
}
$B18: { # false
exit_loop # loop_3
}
}
%32:i32 = load %j_1
%x_61:i32 = let %32
%34:vec3<f32> = call %func_
%x_64:vec3<f32> = let %34
%36:i32 = mul 4i, %x_61
%37:i32 = add %36, 1i
%38:ptr<function, vec3<f32>, read_write> = access %data, %37
store %38, %x_64
continue # -> $B16
}
$B16: { # continuing
%39:i32 = load %j_1
%40:i32 = add %39, 1i
store %j_1, %40
next_iteration # -> $B15
}
}
%41:ptr<function, vec3<f32>, read_write> = access %data, 0i
%42:vec3<f32> = load %41
%x_69:vec3<f32> = let %42
%44:f32 = access %x_69, 0u
%45:f32 = access %x_69, 1u
%46:f32 = access %x_69, 2u
%47:vec4<f32> = construct %44, %45, %46, 1.0f
store %x_GLF_color, %47
ret
}
}
%tint_symbol = @fragment func():main_out {
$B19: {
%49:void = call %main_1
%50:vec4<f32> = load %x_GLF_color
%51:main_out = construct %50
ret %51
}
}
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. *
********************************************************************