blob: 1b8d21ec5b7b52428e716bae73fbefca719f96f0 [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
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%func_ = func():vec4<f32> {
$B2: {
%x:ptr<function, f32, read_write> = var
store %x, 1.0f
%5:f32 = load_vector_element %gl_FragCoord, 0u
%6:bool = lt %5, 0.0f
if %6 [t: $B3] { # if_1
$B3: { # true
store %x, 0.5f
exit_if # if_1
}
}
%7:f32 = load %x
%x_34:f32 = let %7
%9:vec4<f32> = construct %x_34, 0.0f, 0.0f, 1.0f
ret %9
}
}
%main_1 = func():void {
$B4: {
store %x_GLF_color, vec4<f32>(0.0f)
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%11:vec4<f32> = call %func_
%x_26:vec4<f32> = let %11
store %x_GLF_color, %x_26
if false [t: $B7, f: $B8] { # if_2
$B7: { # true
exit_if # if_2
}
$B8: { # false
exit_loop # loop_1
}
}
continue # -> $B6
}
$B6: { # continuing
next_iteration # -> $B5
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B9: {
store %gl_FragCoord, %gl_FragCoord_param
%15:void = call %main_1
%16:vec4<f32> = load %x_GLF_color
%17:main_out = construct %16
ret %17
}
}
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. *
********************************************************************