blob: 823b6586b19b6a499e287ffaab5d4b95815f7060 [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
%x_20:f32 = let %4
%6:f32 = load_vector_element %gl_FragCoord, 0u
%x_23:f32 = let %6
%8:f32 = load_vector_element %gl_FragCoord, 1u
%x_26:f32 = let %8
%10:f32 = load_vector_element %gl_FragCoord, 1u
%x_32:f32 = let %10
%12:f32 = mul %x_20, 0.00390625f
%13:i32 = call %tint_f32_to_i32, %x_23
%15:i32 = let %13
%16:i32 = call %tint_f32_to_i32, %x_26
%17:i32 = xor %15, %16
%18:f32 = convert %17
%19:f32 = mul %18, 0.00390625f
%20:f32 = mul %x_32, 0.00390625f
%21:vec4<f32> = construct %12, %19, %20, 1.0f
store %x_GLF_color, %21
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B3: {
store %gl_FragCoord, %gl_FragCoord_param
%24:void = call %main_1
%25:vec4<f32> = load %x_GLF_color
%26:main_out = construct %25
ret %26
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B4: {
%28:i32 = convert %value
%29:bool = gte %value, -2147483648.0f
%30:i32 = select -2147483648i, %28, %29
%31:bool = lte %value, 2147483520.0f
%32:i32 = select 2147483647i, %30, %31
ret %32
}
}
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. *
********************************************************************