blob: df8c87afce77b78df40d61a7e44d2b0a9dbebbc6 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:1257 internal compiler error: main_out = struct @align(16) {
x_4_1:u32 @offset(0), @location(0), @interpolate(flat)
gl_Position:vec4<f32> @offset(16), @builtin(position)
}
$B1: { # root
%x_3:ptr<private, vec2<f32>, read_write> = var
%x_4:ptr<private, u32, read_write> = var
%gl_Position:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%5:f32 = load_vector_element %x_3, 0u
%x_30:f32 = let %5
%7:f32 = load_vector_element %x_3, 1u
%x_36:f32 = let %7
%9:f32 = add %x_30, 1.02777779102325439453f
%10:f32 = mul %9, 18.0f
%11:f32 = sub %10, 1.0f
%12:u32 = call %tint_f32_to_u32, %11
%14:u32 = let %12
%15:f32 = add %x_36, 1.02777779102325439453f
%16:f32 = mul %15, 18.0f
%17:f32 = sub %16, 1.0f
%18:u32 = call %tint_f32_to_u32, %17
%19:u32 = mul %18, 36u
%20:u32 = add %14, %19
store %x_4, %20
%21:vec2<f32> = load %x_3
%x_43:vec2<f32> = let %21
%23:f32 = access %x_43, 0u
%24:f32 = access %x_43, 1u
%25:vec4<f32> = construct %23, %24, 0.0f, 1.0f
store %gl_Position, %25
ret
}
}
%tint_symbol = @vertex func(%x_3_param:vec2<f32> [@location(0)]):main_out {
$B3: {
store %x_3, %x_3_param
%28:void = call %main_1
%29:u32 = load %x_4
%30:vec4<f32> = load %gl_Position
%31:main_out = construct %29, %30
ret %31
}
}
%tint_f32_to_u32 = func(%value:f32):u32 {
$B4: {
%33:u32 = convert %value
%34:bool = gte %value, 0.0f
%35:u32 = select 0u, %33, %34
%36:bool = lte %value, 4294967040.0f
%37:u32 = select 4294967295u, %35, %36
ret %37
}
}
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. *
********************************************************************