blob: 716ba30a4ed6f8057f2c4ae4c3bc5736cc8dcd5b [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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%4:f32 = load_vector_element %gl_FragCoord, 0u
%5:f32 = mul %4, 0.00390625f
%6:f32 = let %5
%7:f32 = load_vector_element %gl_FragCoord, 0u
%8:i32 = call %tint_f32_to_i32, %7
%10:i32 = let %8
%11:f32 = load_vector_element %gl_FragCoord, 1u
%12:i32 = call %tint_f32_to_i32, %11
%13:i32 = xor %10, %12
%14:f32 = convert %13
%15:f32 = mul %14, 0.00390625f
%16:f32 = load_vector_element %gl_FragCoord, 1u
%17:f32 = mul %16, 0.00390625f
%18:vec4<f32> = construct %6, %15, %17, 1.0f
store %x_GLF_color, %18
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B3: {
store %gl_FragCoord, %gl_FragCoord_param
%21:void = call %main_1
%22:vec4<f32> = load %x_GLF_color
%23:main_out = construct %22
ret %23
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B4: {
%25:i32 = convert %value
%26:bool = gte %value, -2147483648.0f
%27:i32 = select -2147483648i, %25, %26
%28:bool = lte %value, 2147483520.0f
%29:i32 = select 2147483647i, %27, %28
ret %29
}
}
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. *
********************************************************************