blob: c5bff06baf24089661d4faa9fe75026129f16c7a [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
}
%main_1 = func():void {
$B2: {
%c:ptr<function, vec4<f32>, read_write> = var
%a:ptr<function, i32, read_write> = var
%i1:ptr<function, i32, read_write> = var
%i2:ptr<function, i32, read_write> = var
%i3:ptr<function, i32, read_write> = var
%i4:ptr<function, i32, read_write> = var
%i5:ptr<function, i32, read_write> = var
%i6:ptr<function, i32, read_write> = var
%i7:ptr<function, i32, read_write> = var
%i8_1:ptr<function, i32, read_write> = var
store %c, vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f)
store %a, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
loop [b: $B5, c: $B6] { # loop_2
$B5: { # body
%14:i32 = load %a
%x_46:i32 = let %14
store_vector_element %c, %x_46, 1.0f
store %i1, 0i
loop [b: $B7, c: $B8] { # loop_3
$B7: { # body
%16:i32 = load %i1
%17:bool = lt %16, 1i
if %17 [t: $B9, f: $B10] { # if_1
$B9: { # true
exit_if # if_1
}
$B10: { # false
exit_loop # loop_3
}
}
store %i2, 0i
loop [b: $B11, c: $B12] { # loop_4
$B11: { # body
%18:i32 = load %i2
%19:bool = lt %18, 1i
if %19 [t: $B13, f: $B14] { # if_2
$B13: { # true
exit_if # if_2
}
$B14: { # false
exit_loop # loop_4
}
}
store %i3, 0i
loop [b: $B15, c: $B16] { # loop_5
$B15: { # body
%20:i32 = load %i3
%21:bool = lt %20, 1i
if %21 [t: $B17, f: $B18] { # if_3
$B17: { # true
exit_if # if_3
}
$B18: { # false
exit_loop # loop_5
}
}
store %i4, 0i
loop [b: $B19, c: $B20] { # loop_6
$B19: { # body
%22:i32 = load %i4
%23:bool = lt %22, 1i
if %23 [t: $B21, f: $B22] { # if_4
$B21: { # true
exit_if # if_4
}
$B22: { # false
exit_loop # loop_6
}
}
store %i5, 0i
loop [b: $B23, c: $B24] { # loop_7
$B23: { # body
%24:i32 = load %i5
%25:bool = lt %24, 1i
if %25 [t: $B25, f: $B26] { # if_5
$B25: { # true
exit_if # if_5
}
$B26: { # false
exit_loop # loop_7
}
}
store %i6, 0i
loop [b: $B27, c: $B28] { # loop_8
$B27: { # body
%26:i32 = load %i6
%27:bool = lt %26, 1i
if %27 [t: $B29, f: $B30] { # if_6
$B29: { # true
exit_if # if_6
}
$B30: { # false
exit_loop # loop_8
}
}
store %i7, 0i
loop [b: $B31, c: $B32] { # loop_9
$B31: { # body
%28:i32 = load %i7
%29:bool = lt %28, 1i
if %29 [t: $B33, f: $B34] { # if_7
$B33: { # true
exit_if # if_7
}
$B34: { # false
exit_loop # loop_9
}
}
store %i8_1, 0i
loop [b: $B35, c: $B36] { # loop_10
$B35: { # body
%30:i32 = load %i8_1
%31:bool = lt %30, 17i
if %31 [t: $B37, f: $B38] { # if_8
$B37: { # true
exit_if # if_8
}
$B38: { # false
exit_loop # loop_10
}
}
%32:i32 = load %a
%33:i32 = add %32, 1i
store %a, %33
continue # -> $B36
}
$B36: { # continuing
%34:i32 = load %i8_1
%35:i32 = add %34, 1i
store %i8_1, %35
next_iteration # -> $B35
}
}
continue # -> $B32
}
$B32: { # continuing
%36:i32 = load %i7
%37:i32 = add %36, 1i
store %i7, %37
next_iteration # -> $B31
}
}
continue # -> $B28
}
$B28: { # continuing
%38:i32 = load %i6
%39:i32 = add %38, 1i
store %i6, %39
next_iteration # -> $B27
}
}
continue # -> $B24
}
$B24: { # continuing
%40:i32 = load %i5
%41:i32 = add %40, 1i
store %i5, %41
next_iteration # -> $B23
}
}
continue # -> $B20
}
$B20: { # continuing
%42:i32 = load %i4
%43:i32 = add %42, 1i
store %i4, %43
next_iteration # -> $B19
}
}
continue # -> $B16
}
$B16: { # continuing
%44:i32 = load %i3
%45:i32 = add %44, 1i
store %i3, %45
next_iteration # -> $B15
}
}
continue # -> $B12
}
$B12: { # continuing
%46:i32 = load %i2
%47:i32 = add %46, 1i
store %i2, %47
next_iteration # -> $B11
}
}
continue # -> $B8
}
$B8: { # continuing
%48:i32 = load %i1
%49:i32 = add %48, 1i
store %i1, %49
next_iteration # -> $B7
}
}
continue # -> $B6
}
$B6: { # continuing
%50:f32 = load_vector_element %gl_FragCoord, 0u
%x_123:f32 = let %50
%52:bool = lt %x_123, -1.0f
%53:bool = eq %52, false
break_if %53 # -> [t: exit_loop loop_2, f: $B5]
}
}
continue # -> $B4
}
$B4: { # continuing
%54:f32 = load_vector_element %gl_FragCoord, 1u
%x_126:f32 = let %54
%56:bool = lt %x_126, -1.0f
%57:bool = eq %56, false
break_if %57 # -> [t: exit_loop loop_1, f: $B3]
}
}
%58:vec4<f32> = load %c
store %x_GLF_color, %58
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B39: {
store %gl_FragCoord, %gl_FragCoord_param
%61:void = call %main_1
%62:vec4<f32> = load %x_GLF_color
%63:main_out = construct %62
ret %63
}
}
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. *
********************************************************************