blob: 9d5da16ee820bbd74497409fc4bc84919f451697 [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: vertexUniformBuffer1 = struct @align(8) {
transform1:mat2x2<f32> @offset(0)
}
vertexUniformBuffer2 = struct @align(8) {
transform2:mat2x2<f32> @offset(0)
}
$B1: { # root
%x_20:ptr<uniform, vertexUniformBuffer1, read> = var @binding_point(0, 0)
%x_26:ptr<uniform, vertexUniformBuffer2, read> = var @binding_point(1, 0)
}
%tint_symbol = @vertex func(%gl_VertexIndex:u32 [@vertex_index]):vec4<f32> [@position] {
$B2: {
%indexable:ptr<function, array<vec2<f32>, 3>, read_write> = var
%6:ptr<uniform, mat2x2<f32>, read> = access %x_20, 0u
%7:mat2x2<f32> = load %6
%x_23:mat2x2<f32> = let %7
%9:ptr<uniform, mat2x2<f32>, read> = access %x_26, 0u
%10:mat2x2<f32> = load %9
%x_28:mat2x2<f32> = let %10
%x_46:u32 = let %gl_VertexIndex
store %indexable, array<vec2<f32>, 3>(vec2<f32>(-1.0f, 1.0f), vec2<f32>(1.0f), vec2<f32>(-1.0f))
%13:ptr<function, vec2<f32>, read_write> = access %indexable, %x_46
%14:vec2<f32> = load %13
%x_51:vec2<f32> = let %14
%16:vec2<f32> = access %x_23, 0u
%17:vec2<f32> = access %x_28, 0u
%18:vec2<f32> = add %16, %17
%19:vec2<f32> = access %x_23, 1u
%20:vec2<f32> = access %x_28, 1u
%21:vec2<f32> = add %19, %20
%22:mat2x2<f32> = construct %18, %21
%23:vec2<f32> = mul %22, %x_51
%x_52:vec2<f32> = let %23
%25:f32 = access %x_52, 0u
%26:f32 = access %x_52, 1u
%27:vec4<f32> = construct %25, %26, 0.0f, 1.0f
ret %27
}
}
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. *
********************************************************************