blob: 96643b2343024cdf5123320df945bed8ac8cda13 [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
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%ll:ptr<function, i32, read_write> = var
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%6:f32 = load_vector_element %gl_FragCoord, 0u
%7:i32 = call %tint_f32_to_i32, %6
%9:bool = lt %7, 2000i
if %9 [t: $B3, f: $B4] { # if_1
$B3: { # true
exit_if # if_1
}
$B4: { # false
store %ll, 0i
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%10:f32 = load_vector_element %gl_FragCoord, 0u
%11:bool = lt %10, 0.0f
if %11 [t: $B7] { # if_2
$B7: { # true
store %continue_execution, false
exit_if # if_2
}
}
%12:i32 = load %ll
%13:bool = gte %12, 5i
if %13 [t: $B8] { # if_3
$B8: { # true
exit_loop # loop_1
}
}
continue # -> $B6
}
$B6: { # continuing
%14:i32 = load %ll
%15:i32 = add %14, 1i
store %ll, %15
next_iteration # -> $B5
}
}
%16:f32 = load_vector_element %gl_FragCoord, 0u
%17:i32 = call %tint_f32_to_i32, %16
%18:bool = gte %17, 2000i
if %18 [t: $B9] { # if_4
$B9: { # true
store %continue_execution, false
exit_if # if_4
}
}
exit_if # if_1
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B10: {
store %gl_FragCoord, %gl_FragCoord_param
%21:void = call %main_1
%22:vec4<f32> = load %x_GLF_color
%23:main_out = construct %22
%24:bool = load %continue_execution
%25:bool = eq %24, false
if %25 [t: $B11] { # if_5
$B11: { # true
terminate_invocation
}
}
ret %23
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B12: {
%27:i32 = convert %value
%28:bool = gte %value, -2147483648.0f
%29:i32 = select -2147483648i, %27, %28
%30:bool = lte %value, 2147483520.0f
%31:i32 = select 2147483647i, %29, %30
ret %31
}
}
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. *
********************************************************************