blob: d478cb27031429d7a6d7e43a990526b845d7ce92 [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: {
%x_30:ptr<function, f32, read_write> = var
%foo:ptr<function, u32, 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:bool = gt %6, -1.0f
if %7 [t: $B3, f: $B4] { # if_1
$B3: { # true
%8:f32 = load_vector_element %x_GLF_color, 0u
store %x_30, %8
exit_if # if_1
}
$B4: { # false
%9:u32 = load %foo
%10:u32 = sub %9, 1u
%x_7:u32 = let %10
store %foo, %x_7
%12:u32 = add 178493u, %x_7
%13:f32 = convert %12
store %x_30, %13
exit_if # if_1
}
}
%14:f32 = load %x_30
store_vector_element %x_GLF_color, 0u, %14
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B5: {
store %gl_FragCoord, %gl_FragCoord_param
%17:void = call %main_1
%18:vec4<f32> = load %x_GLF_color
%19:main_out = construct %18
ret %19
}
}
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. *
********************************************************************