blob: 45866e5aa8114cfd35818f912dfd18820072207e [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: S = struct @align(4) {
a:f32 @offset(0)
}
%b1 = block { # root
%b0:ptr<storage, S, read> = var @binding_point(0, 0)
%b1:ptr<storage, S, read> = var @binding_point(1, 0)
%b2:ptr<storage, S, read> = var @binding_point(2, 0)
%b3:ptr<storage, S, read> = var @binding_point(3, 0)
%b4:ptr<storage, S, read> = var @binding_point(4, 0)
%b5:ptr<storage, S, read> = var @binding_point(5, 0)
%b6:ptr<storage, S, read> = var @binding_point(6, 0)
%b7:ptr<storage, S, read> = var @binding_point(7, 0)
%b8:ptr<uniform, S, read> = var @binding_point(9, 1)
%b9:ptr<uniform, S, read> = var @binding_point(8, 1)
%b10:ptr<uniform, S, read> = var @binding_point(10, 1)
%b11:ptr<uniform, S, read> = var @binding_point(11, 1)
%b12:ptr<uniform, S, read> = var @binding_point(12, 1)
%b13:ptr<uniform, S, read> = var @binding_point(13, 1)
%b14:ptr<uniform, S, read> = var @binding_point(14, 1)
%b15:ptr<uniform, S, read> = var @binding_point(15, 1)
%t0:ptr<handle, texture_2d<f32>, read> = var @binding_point(0, 1)
%t1:ptr<handle, texture_2d<f32>, read> = var @binding_point(1, 1)
%t2:ptr<handle, texture_2d<f32>, read> = var @binding_point(2, 1)
%t3:ptr<handle, texture_2d<f32>, read> = var @binding_point(3, 1)
%t4:ptr<handle, texture_2d<f32>, read> = var @binding_point(4, 1)
%t5:ptr<handle, texture_2d<f32>, read> = var @binding_point(5, 1)
%t6:ptr<handle, texture_2d<f32>, read> = var @binding_point(6, 1)
%t7:ptr<handle, texture_2d<f32>, read> = var @binding_point(7, 1)
%t8:ptr<handle, texture_depth_2d, read> = var @binding_point(8, 200)
%t9:ptr<handle, texture_depth_2d, read> = var @binding_point(9, 200)
%t10:ptr<handle, texture_depth_2d, read> = var @binding_point(10, 200)
%t11:ptr<handle, texture_depth_2d, read> = var @binding_point(11, 200)
%t12:ptr<handle, texture_depth_2d, read> = var @binding_point(12, 200)
%t13:ptr<handle, texture_depth_2d, read> = var @binding_point(13, 200)
%t14:ptr<handle, texture_depth_2d, read> = var @binding_point(14, 200)
%t15:ptr<handle, texture_depth_2d, read> = var @binding_point(15, 200)
%s0:ptr<handle, sampler, read> = var @binding_point(0, 200)
%s1:ptr<handle, sampler, read> = var @binding_point(1, 200)
%s2:ptr<handle, sampler, read> = var @binding_point(2, 200)
%s3:ptr<handle, sampler, read> = var @binding_point(3, 200)
%s4:ptr<handle, sampler, read> = var @binding_point(4, 200)
%s5:ptr<handle, sampler, read> = var @binding_point(5, 200)
%s6:ptr<handle, sampler, read> = var @binding_point(6, 200)
%s7:ptr<handle, sampler, read> = var @binding_point(7, 200)
%s8:ptr<handle, sampler_comparison, read> = var @binding_point(8, 300)
%s9:ptr<handle, sampler_comparison, read> = var @binding_point(9, 300)
%s10:ptr<handle, sampler_comparison, read> = var @binding_point(10, 300)
%s11:ptr<handle, sampler_comparison, read> = var @binding_point(11, 300)
%s12:ptr<handle, sampler_comparison, read> = var @binding_point(12, 300)
%s13:ptr<handle, sampler_comparison, read> = var @binding_point(13, 300)
%s14:ptr<handle, sampler_comparison, read> = var @binding_point(14, 300)
%s15:ptr<handle, sampler_comparison, read> = var @binding_point(15, 300)
}
%tint_symbol = @fragment func():void -> %b2 {
%b2 = block {
%50:S = load %b0
%51:S = load %b1
%52:S = load %b2
%53:S = load %b3
%54:S = load %b4
%55:S = load %b5
%56:S = load %b6
%57:S = load %b7
%58:S = load %b8
%59:S = load %b9
%60:S = load %b10
%61:S = load %b11
%62:S = load %b12
%63:S = load %b13
%64:S = load %b14
%65:S = load %b15
%66:texture_2d<f32> = load %t0
%67:texture_2d<f32> = load %t1
%68:texture_2d<f32> = load %t2
%69:texture_2d<f32> = load %t3
%70:texture_2d<f32> = load %t4
%71:texture_2d<f32> = load %t5
%72:texture_2d<f32> = load %t6
%73:texture_2d<f32> = load %t7
%74:texture_depth_2d = load %t8
%75:texture_depth_2d = load %t9
%76:texture_depth_2d = load %t10
%77:texture_depth_2d = load %t11
%78:texture_depth_2d = load %t12
%79:texture_depth_2d = load %t13
%80:texture_depth_2d = load %t14
%81:texture_depth_2d = load %t15
%82:sampler = load %s0
%83:sampler = load %s1
%84:sampler = load %s2
%85:sampler = load %s3
%86:sampler = load %s4
%87:sampler = load %s5
%88:sampler = load %s6
%89:sampler = load %s7
%90:sampler_comparison = load %s8
%91:sampler_comparison = load %s9
%92:sampler_comparison = load %s10
%93:sampler_comparison = load %s11
%94:sampler_comparison = load %s12
%95:sampler_comparison = load %s13
%96:sampler_comparison = load %s14
%97:sampler_comparison = load %s15
ret
}
}
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. *
********************************************************************