| 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. * |
| ******************************************************************** |