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SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 {
%b2 = block {
%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> -> %b3 { # %input_1: 'input'
%b3 = block {
%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
%joint0:mat4x4<f32> = mul %15, %18
%20:u32 = access %input_1, 4u, 1u
%21:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %20
%22:mat4x4<f32> = load %21
%23:u32 = access %input_1, 4u, 1u
%24:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %23
%25:mat4x4<f32> = load %24
%joint1:mat4x4<f32> = mul %22, %25
%27:u32 = access %input_1, 4u, 2u
%28:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %27
%29:mat4x4<f32> = load %28
%30:u32 = access %input_1, 4u, 2u
%31:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %30
%32:mat4x4<f32> = load %31
%joint2:mat4x4<f32> = mul %29, %32
%34:u32 = access %input_1, 4u, 3u
%35:ptr<storage, mat4x4<f32>, read> = access %joint, 0u, %34
%36:mat4x4<f32> = load %35
%37:u32 = access %input_1, 4u, 3u
%38:ptr<storage, mat4x4<f32>, read> = access %inverseBind, 0u, %37
%39:mat4x4<f32> = load %38
%joint3:mat4x4<f32> = mul %36, %39
%41:f32 = access %input_1, 5u, 0u
%42:mat4x4<f32> = mul %joint0, %41
%43:f32 = access %input_1, 5u, 1u
%44:mat4x4<f32> = mul %joint1, %43
%45:mat4x4<f32> = add %42, %44
%46:f32 = access %input_1, 5u, 2u
%47:mat4x4<f32> = mul %joint2, %46
%48:mat4x4<f32> = add %45, %47
%49:f32 = access %input_1, 5u, 3u
%50:mat4x4<f32> = mul %joint3, %49
%skinMatrix:mat4x4<f32> = add %48, %50
ret %skinMatrix
}
}
%vertexMain = @vertex func(%input_2:VertexInput):VertexOutput -> %b4 { # %input_2: 'input'
%b4 = block {
%output:ptr<function, VertexOutput, read_write> = var
%modelMatrix:mat4x4<f32> = call %getSkinMatrix, %input_2
%56:ptr<function, vec3<f32>, read_write> = access %output, 7u
%57:vec3<f32> = access %input_2, 1u
%58:vec4<f32> = construct %57, 0.0f
%59:vec4<f32> = mul %modelMatrix, %58
%60:vec3<f32> = swizzle %59, xyz
%61:vec3<f32> = normalize %60
store %56, %61
%62:ptr<function, vec3<f32>, read_write> = access %output, 8u
%63:vec4<f32> = access %input_2, 2u
%64:vec3<f32> = swizzle %63, xyz
%65:vec4<f32> = construct %64, 0.0f
%66:vec4<f32> = mul %modelMatrix, %65
%67:vec3<f32> = swizzle %66, xyz
%68:vec3<f32> = normalize %67
store %62, %68
%69:ptr<function, vec3<f32>, read_write> = access %output, 9u
%70:ptr<function, vec3<f32>, read_write> = access %output, 7u
%71:vec3<f32> = load %70
%72:ptr<function, vec3<f32>, read_write> = access %output, 8u
%73:vec3<f32> = load %72
%74:vec3<f32> = cross %71, %73
%75:f32 = access %input_2, 2u, 3u
%76:vec3<f32> = mul %74, %75
store %69, %76
%77:ptr<function, vec4<f32>, read_write> = access %output, 5u
store %77, vec4<f32>(1.0f)
%78:ptr<function, vec2<f32>, read_write> = access %output, 3u
%79:vec2<f32> = access %input_2, 3u
store %78, %79
%80:ptr<function, vec4<f32>, read_write> = access %output, 6u
%81:vec4<f32> = access %input_2, 10u
store %80, %81
%82:vec4<f32> = access %input_2, 0u
%modelPos:vec4<f32> = mul %modelMatrix, %82
%84:ptr<function, vec3<f32>, read_write> = access %output, 1u
%85:vec3<f32> = swizzle %modelPos, xyz
store %84, %85
%86:ptr<function, vec3<f32>, read_write> = access %output, 2u
%87:ptr<uniform, vec3<f32>, read> = access %camera, 3u
%88:vec3<f32> = load %87
%89:vec3<f32> = swizzle %modelPos, xyz
%90:vec3<f32> = sub %88, %89
store %86, %90
%91:ptr<function, vec4<f32>, read_write> = access %output, 0u
%92:ptr<uniform, mat4x4<f32>, read> = access %camera, 0u
%93:mat4x4<f32> = load %92
%94:ptr<uniform, mat4x4<f32>, read> = access %camera, 2u
%95:mat4x4<f32> = load %94
%96:mat4x4<f32> = mul %93, %95
%97:vec4<f32> = mul %96, %modelPos
store %91, %97
%98:VertexOutput = load %output
ret %98
}
}
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. *
********************************************************************