blob: 21df4f2b916751aff644086effb59eccc615d56e [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: vertexUniformBuffer1 = struct @align(8) {
transform1:mat2x2<f32> @offset(0)
}
vertexUniformBuffer2 = struct @align(8) {
transform2:mat2x2<f32> @offset(0)
}
%b1 = block { # 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 {
%b2 = block {
%indexable:ptr<function, array<vec2<f32>, 3>, read_write> = var
%6:ptr<uniform, mat2x2<f32>, read> = access %x_20, 0u
%x_23:mat2x2<f32> = load %6
%8:ptr<uniform, mat2x2<f32>, read> = access %x_26, 0u
%x_28:mat2x2<f32> = load %8
%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))
%11:ptr<function, vec2<f32>, read_write> = access %indexable, %x_46
%x_51:vec2<f32> = load %11
%13:vec2<f32> = access %x_23, 0u
%14:vec2<f32> = access %x_28, 0u
%15:vec2<f32> = add %13, %14
%16:vec2<f32> = access %x_23, 1u
%17:vec2<f32> = access %x_28, 1u
%18:vec2<f32> = add %16, %17
%19:mat2x2<f32> = construct %15, %18
%x_52:vec2<f32> = mul %19, %x_51
%21:f32 = access %x_52, 0u
%22:f32 = access %x_52, 1u
%23:vec4<f32> = construct %21, %22, 0.0f, 1.0f
ret %23
}
}
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. *
********************************************************************