| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: Camera = struct @align(16) { |
| projection:mat4x4<f32> @offset(0) |
| inverseProjection:mat4x4<f32> @offset(64) |
| view:mat4x4<f32> @offset(128) |
| position:vec3<f32> @offset(192) |
| time:f32 @offset(204) |
| outputSize:vec2<f32> @offset(208) |
| zNear:f32 @offset(216) |
| zFar:f32 @offset(220) |
| } |
| |
| VertexInput = struct @align(16) { |
| position:vec4<f32> @offset(0), @location(0) |
| normal:vec3<f32> @offset(16), @location(1) |
| tangent:vec4<f32> @offset(32), @location(2) |
| texcoord:vec2<f32> @offset(48), @location(3) |
| joints:vec4<u32> @offset(64), @location(6) |
| weights:vec4<f32> @offset(80), @location(7) |
| instance0:vec4<f32> @offset(96), @location(8) |
| instance1:vec4<f32> @offset(112), @location(9) |
| instance2:vec4<f32> @offset(128), @location(10) |
| instance3:vec4<f32> @offset(144), @location(11) |
| instanceColor:vec4<f32> @offset(160), @location(12) |
| } |
| |
| Joints = struct @align(16) { |
| matrices:array<mat4x4<f32>> @offset(0) |
| } |
| |
| VertexOutput = struct @align(16) { |
| position:vec4<f32> @offset(0), @builtin(position) |
| worldPos:vec3<f32> @offset(16), @location(0) |
| view:vec3<f32> @offset(32), @location(1) |
| texcoord:vec2<f32> @offset(48), @location(2) |
| texcoord2:vec2<f32> @offset(56), @location(3) |
| color:vec4<f32> @offset(64), @location(4) |
| instanceColor:vec4<f32> @offset(80), @location(5) |
| normal:vec3<f32> @offset(96), @location(6) |
| tangent:vec3<f32> @offset(112), @location(7) |
| bitangent:vec3<f32> @offset(128), @location(8) |
| } |
| |
| $B1: { # root |
| %camera:ptr<uniform, Camera, read> = var @binding_point(0, 0) |
| %joint:ptr<storage, Joints, read> = var @binding_point(0, 1) |
| %inverseBind:ptr<storage, Joints, read> = var @binding_point(0, 2) |
| } |
| |
| %getInstanceMatrix = func(%input:VertexInput):mat4x4<f32> { |
| $B2: { |
| %6:vec4<f32> = access %input, 6u |
| %7:vec4<f32> = access %input, 7u |
| %8:vec4<f32> = access %input, 8u |
| %9:vec4<f32> = access %input, 9u |
| %10:mat4x4<f32> = construct %6, %7, %8, %9 |
| ret %10 |
| } |
| } |
| %getSkinMatrix = func(%input_1:VertexInput):mat4x4<f32> { # %input_1: 'input' |
| $B3: { |
| %13:u32 = access %input_1, 4u, 0u |
| %14:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %13 |
| %15:mat4x4<f32> = load %14 |
| %16:u32 = access %input_1, 4u, 0u |
| %17:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %16 |
| %18:mat4x4<f32> = load %17 |
| %19:mat4x4<f32> = mul %15, %18 |
| %joint0:mat4x4<f32> = let %19 |
| %21:u32 = access %input_1, 4u, 1u |
| %22:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %21 |
| %23:mat4x4<f32> = load %22 |
| %24:u32 = access %input_1, 4u, 1u |
| %25:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %24 |
| %26:mat4x4<f32> = load %25 |
| %27:mat4x4<f32> = mul %23, %26 |
| %joint1:mat4x4<f32> = let %27 |
| %29:u32 = access %input_1, 4u, 2u |
| %30:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %29 |
| %31:mat4x4<f32> = load %30 |
| %32:u32 = access %input_1, 4u, 2u |
| %33:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %32 |
| %34:mat4x4<f32> = load %33 |
| %35:mat4x4<f32> = mul %31, %34 |
| %joint2:mat4x4<f32> = let %35 |
| %37:u32 = access %input_1, 4u, 3u |
| %38:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %37 |
| %39:mat4x4<f32> = load %38 |
| %40:u32 = access %input_1, 4u, 3u |
| %41:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %40 |
| %42:mat4x4<f32> = load %41 |
| %43:mat4x4<f32> = mul %39, %42 |
| %joint3:mat4x4<f32> = let %43 |
| %45:f32 = access %input_1, 5u, 0u |
| %46:mat4x4<f32> = mul %joint0, %45 |
| %47:f32 = access %input_1, 5u, 1u |
| %48:mat4x4<f32> = mul %joint1, %47 |
| %49:mat4x4<f32> = add %46, %48 |
| %50:f32 = access %input_1, 5u, 2u |
| %51:mat4x4<f32> = mul %joint2, %50 |
| %52:mat4x4<f32> = add %49, %51 |
| %53:f32 = access %input_1, 5u, 3u |
| %54:mat4x4<f32> = mul %joint3, %53 |
| %55:mat4x4<f32> = add %52, %54 |
| %skinMatrix:mat4x4<f32> = let %55 |
| ret %skinMatrix |
| } |
| } |
| %vertexMain = @vertex func(%input_2:VertexInput):VertexOutput { # %input_2: 'input' |
| $B4: { |
| %output:ptr<function, VertexOutput, read_write> = var |
| %60:mat4x4<f32> = call %getSkinMatrix, %input_2 |
| %modelMatrix:mat4x4<f32> = let %60 |
| %62:ptr<function, vec3<f32>, read_write> = access %output, 7u |
| %63:vec3<f32> = access %input_2, 1u |
| %64:vec4<f32> = construct %63, 0.0f |
| %65:vec4<f32> = mul %modelMatrix, %64 |
| %66:vec3<f32> = swizzle %65, xyz |
| %67:vec3<f32> = normalize %66 |
| store %62, %67 |
| %68:ptr<function, vec3<f32>, read_write> = access %output, 8u |
| %69:vec4<f32> = access %input_2, 2u |
| %70:vec3<f32> = swizzle %69, xyz |
| %71:vec4<f32> = construct %70, 0.0f |
| %72:vec4<f32> = mul %modelMatrix, %71 |
| %73:vec3<f32> = swizzle %72, xyz |
| %74:vec3<f32> = normalize %73 |
| store %68, %74 |
| %75:ptr<function, vec3<f32>, read_write> = access %output, 9u |
| %76:ptr<function, vec3<f32>, read_write> = access %output, 7u |
| %77:vec3<f32> = load %76 |
| %78:ptr<function, vec3<f32>, read_write> = access %output, 8u |
| %79:vec3<f32> = load %78 |
| %80:vec3<f32> = cross %77, %79 |
| %81:f32 = access %input_2, 2u, 3u |
| %82:vec3<f32> = mul %80, %81 |
| store %75, %82 |
| %83:ptr<function, vec4<f32>, read_write> = access %output, 5u |
| store %83, vec4<f32>(1.0f) |
| %84:ptr<function, vec2<f32>, read_write> = access %output, 3u |
| %85:vec2<f32> = access %input_2, 3u |
| store %84, %85 |
| %86:ptr<function, vec4<f32>, read_write> = access %output, 6u |
| %87:vec4<f32> = access %input_2, 10u |
| store %86, %87 |
| %88:vec4<f32> = access %input_2, 0u |
| %89:vec4<f32> = mul %modelMatrix, %88 |
| %modelPos:vec4<f32> = let %89 |
| %91:ptr<function, vec3<f32>, read_write> = access %output, 1u |
| %92:vec3<f32> = swizzle %modelPos, xyz |
| store %91, %92 |
| %93:ptr<function, vec3<f32>, read_write> = access %output, 2u |
| %94:ptr<uniform, vec3<f32>, read> = access %camera, 3u |
| %95:vec3<f32> = load %94 |
| %96:vec3<f32> = swizzle %modelPos, xyz |
| %97:vec3<f32> = sub %95, %96 |
| store %93, %97 |
| %98:ptr<function, vec4<f32>, read_write> = access %output, 0u |
| %99:ptr<uniform, mat4x4<f32>, read> = access %camera, 0u |
| %100:mat4x4<f32> = load %99 |
| %101:ptr<uniform, mat4x4<f32>, read> = access %camera, 2u |
| %102:mat4x4<f32> = load %101 |
| %103:mat4x4<f32> = mul %100, %102 |
| %104:vec4<f32> = mul %103, %modelPos |
| store %98, %104 |
| %105:VertexOutput = load %output |
| ret %105 |
| } |
| } |
| |
| unhandled variable address space |
| ******************************************************************** |
| * 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. * |
| ******************************************************************** |