blob: a8ab4b06a7c7bbab1944217eb8af437a45609812 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:1257 internal compiler error: S = struct @align(16) {
f0:i32 @offset(0)
f1:mat4x3<f32> @offset(16)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%x_51:ptr<function, i32, read_write> = var
%x_12_phi:ptr<function, i32, read_write> = var
loop [b: $B3] { # loop_1
$B3: { # body
%x_45:ptr<function, S, read_write> = var
%x_45_phi:ptr<function, S, read_write> = var
%x_11_phi:ptr<function, i32, read_write> = var
store %x_45_phi, S(0i, mat4x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f), vec3<f32>(0.0f)))
store %x_11_phi, 0i
loop [b: $B4, c: $B5] { # loop_2
$B4: { # body
%x_46:ptr<function, S, read_write> = var
%x_9:ptr<function, i32, read_write> = var
%11:S = load %x_45_phi
store %x_45, %11
%12:i32 = load %x_11_phi
%x_11:i32 = let %12
%14:f32 = load_vector_element %gl_FragCoord, 0u
%x_49:f32 = let %14
%16:bool = eq %x_49, 0.0f
%17:i32 = select 2i, 1i, %16
store %x_51, %17
%18:i32 = load %x_51
%19:bool = lt %x_11, %18
if %19 [t: $B6, f: $B7] { # if_1
$B6: { # true
exit_if # if_1
}
$B7: { # false
exit_loop # loop_2
}
}
continue # -> $B5
}
$B5: { # continuing
store %x_GLF_color, vec4<f32>(1.0f)
%20:S = load %x_45
store %x_46, %20
%21:ptr<function, i32, read_write> = access %x_46, 0u
%22:ptr<function, i32, read_write> = access %x_45, 0u
%23:i32 = load %22
%24:i32 = add %23, 1i
store %21, %24
%25:i32 = add %x_11, 1i
store %x_9, %25
%26:S = load %x_46
store %x_45_phi, %26
%27:i32 = load %x_9
store %x_11_phi, %27
next_iteration # -> $B4
}
}
%28:ptr<function, i32, read_write> = access %x_45, 0u
%29:i32 = load %28
%30:bool = lt %29, 1000i
if %30 [t: $B8] { # if_2
$B8: { # true
exit_loop # loop_1
}
}
exit_loop # loop_1
}
}
store %x_12_phi, 0i
loop [b: $B9, c: $B10] { # loop_3
$B9: { # body
%x_6:ptr<function, i32, read_write> = var
%32:i32 = load %x_12_phi
%x_12:i32 = let %32
%34:i32 = load %x_51
%35:bool = lt %x_12, %34
if %35 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_3
}
}
continue # -> $B10
}
$B10: { # continuing
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%36:i32 = add %x_12, 1i
store %x_6, %36
%37:i32 = load %x_6
store %x_12_phi, %37
next_iteration # -> $B9
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B13: {
store %gl_FragCoord, %gl_FragCoord_param
%40:void = call %main_1
%41:vec4<f32> = load %x_GLF_color
%42:main_out = construct %41
ret %42
}
}
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. *
********************************************************************