blob: 689192244c1d3c4fde64c409e3681ce4a81b0c4d [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
}
%f_ = func():f32 {
$B2: {
%i:ptr<function, i32, read_write> = var
store %i, 1i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%4:i32 = load %i
%5:bool = lt %4, 10i
if %5 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%6:i32 = load %i
%7:f32 = convert %6
%8:bool = gte %7, 1.0f
if %8 [t: $B7, f: $B8] { # if_2
$B7: { # true
ret 1.0f
}
$B8: { # false
continue # -> $B4
}
}
unreachable
}
$B4: { # continuing
%9:i32 = load %i
%10:i32 = add %9, 1i
store %i, %10
next_iteration # -> $B3
}
}
ret 1.0f
}
}
%main_1 = func():void {
$B9: {
%c:ptr<function, vec4<f32>, read_write> = var
%i_1:ptr<function, i32, read_write> = var
store %c, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
store %i_1, 0i
loop [b: $B10, c: $B11] { # loop_2
$B10: { # body
%14:i32 = load %i_1
%15:bool = lt %14, 1i
if %15 [t: $B12, f: $B13] { # if_3
$B12: { # true
exit_if # if_3
}
$B13: { # false
exit_loop # loop_2
}
}
continue # -> $B11
}
$B11: { # continuing
%16:f32 = call %f_
%x_39:f32 = let %16
store_vector_element %c, 0u, %x_39
%18:i32 = load %i_1
%19:i32 = add %18, 1i
store %i_1, %19
next_iteration # -> $B10
}
}
%20:vec4<f32> = load %c
store %x_GLF_color, %20
ret
}
}
%tint_symbol = @fragment func():main_out {
$B14: {
%22:void = call %main_1
%23:vec4<f32> = load %x_GLF_color
%24:main_out = construct %23
ret %24
}
}
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. *
********************************************************************