blob: d367fcbe2f468048d7739269ded74604e7468fc3 [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
%continue_execution:ptr<private, bool, read_write> = var, true
}
%main_1 = func():void {
$B2: {
%data:ptr<function, array<f32, 10>, read_write> = var
%i:ptr<function, i32, read_write> = var
store %data, array<f32, 10>(0.10000000149011611938f, 0.20000000298023223877f, 0.30000001192092895508f, 0.40000000596046447754f, 0.5f, 0.60000002384185791016f, 0.69999998807907104492f, 0.80000001192092895508f, 0.89999997615814208984f, 1.0f)
store %i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%7:i32 = load %i
%8:bool = lt %7, 10i
if %8 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%9:f32 = load_vector_element %gl_FragCoord, 0u
%10:bool = lt %9, 0.0f
if %10 [t: $B7] { # if_2
$B7: { # true
store %continue_execution, false
exit_if # if_2
}
}
%11:ptr<function, f32, read_write> = access %data, 0i
%12:i32 = load %i
%13:ptr<function, f32, read_write> = access %data, %12
%14:f32 = load %13
store %11, %14
continue # -> $B4
}
$B4: { # continuing
%15:i32 = load %i
%16:i32 = add %15, 1i
store %i, %16
next_iteration # -> $B3
}
}
%17:ptr<function, f32, read_write> = access %data, 0i
%18:f32 = load %17
%19:vec4<f32> = construct %18, 0.0f, 0.0f, 1.0f
store %x_GLF_color, %19
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B8: {
store %gl_FragCoord, %gl_FragCoord_param
%22:void = call %main_1
%23:vec4<f32> = load %x_GLF_color
%24:main_out = construct %23
%25:bool = load %continue_execution
%26:bool = eq %25, false
if %26 [t: $B9] { # if_3
$B9: { # true
terminate_invocation
}
}
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. *
********************************************************************