blob: 5edd50aac0e88b416c1be4bf3cd6ee59e1ffbf28 [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
}
%main_1 = func():void {
$B2: {
%GLF_live15c:ptr<function, vec4<f32>, read_write> = var
%GLF_live15i:ptr<function, i32, read_write> = var
%GLF_live15d:ptr<function, vec4<f32>, read_write> = var
%GLF_live15i_1:ptr<function, i32, read_write> = var
store %GLF_live15c, vec4<f32>(0.0f)
store %GLF_live15i, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%7:i32 = load %GLF_live15i
%x_8:i32 = let %7
%9:bool = lt %x_8, 4i
if %9 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%10:i32 = load %GLF_live15i
%x_9:i32 = let %10
%12:bool = gte %x_9, 3i
if %12 [t: $B7] { # if_2
$B7: { # true
exit_loop # loop_1
}
}
%13:f32 = load_vector_element %GLF_live15c, 1u
%x_49:f32 = let %13
%15:bool = gte %x_49, 1.0f
if %15 [t: $B8] { # if_3
$B8: { # true
%16:i32 = load %GLF_live15i
%x_10:i32 = let %16
store_vector_element %GLF_live15c, %x_10, 1.0f
exit_if # if_3
}
}
continue # -> $B4
}
$B4: { # continuing
%18:i32 = load %GLF_live15i
%x_11:i32 = let %18
%20:i32 = add %x_11, 1i
store %GLF_live15i, %20
next_iteration # -> $B3
}
}
store %GLF_live15d, vec4<f32>(0.0f)
store %GLF_live15i_1, 0i
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%21:i32 = load %GLF_live15i_1
%x_13:i32 = let %21
%23:bool = lt %x_13, 4i
if %23 [t: $B11, f: $B12] { # if_4
$B11: { # true
exit_if # if_4
}
$B12: { # false
exit_loop # loop_2
}
}
%24:i32 = load %GLF_live15i_1
%x_14:i32 = let %24
%26:bool = gte %x_14, 3i
if %26 [t: $B13] { # if_5
$B13: { # true
exit_loop # loop_2
}
}
%27:f32 = load_vector_element %GLF_live15d, 1u
%x_64:f32 = let %27
%29:bool = gte %x_64, 1.0f
if %29 [t: $B14] { # if_6
$B14: { # true
%30:i32 = load %GLF_live15i_1
%x_15:i32 = let %30
store_vector_element %GLF_live15d, %x_15, 1.0f
exit_if # if_6
}
}
continue # -> $B10
}
$B10: { # continuing
%32:i32 = load %GLF_live15i_1
%x_16:i32 = let %32
%34:i32 = add %x_16, 1i
store %GLF_live15i_1, %34
next_iteration # -> $B9
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func():main_out {
$B15: {
%36:void = call %main_1
%37:vec4<f32> = load %x_GLF_color
%38:main_out = construct %37
ret %38
}
}
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. *
********************************************************************