blob: ecc7c0683b274c08f1b5b23997f8c15ac3afab0d [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: Uniforms = struct @align(8) {
u_scale:vec2<f32> @offset(0)
u_offset:vec2<f32> @offset(8)
}
VertexOutputs = struct @align(16) {
texcoords:vec2<f32> @offset(0), @location(0)
position:vec4<f32> @offset(16), @builtin(position)
}
%b1 = block { # root
%uniforms:ptr<uniform, Uniforms, read> = var @binding_point(0, 0)
%mySampler:ptr<handle, sampler, read> = var @binding_point(0, 1)
%myTexture:ptr<handle, texture_2d<f32>, read> = var @binding_point(0, 2)
}
%vs_main = @vertex func(%VertexIndex:u32 [@vertex_index]):VertexOutputs -> %b2 {
%b2 = block {
%texcoord:ptr<function, array<vec2<f32>, 3>, read_write> = var, array<vec2<f32>, 3>(vec2<f32>(-0.5f, 0.0f), vec2<f32>(1.5f, 0.0f), vec2<f32>(0.5f, 2.0f))
%output:ptr<function, VertexOutputs, read_write> = var
%8:ptr<function, vec4<f32>, read_write> = access %output, 1u
%9:ptr<function, vec2<f32>, read_write> = access %texcoord, %VertexIndex
%10:vec2<f32> = load %9
%11:vec2<f32> = mul %10, 2.0f
%12:vec2<f32> = sub %11, vec2<f32>(1.0f)
%13:vec4<f32> = construct %12, 0.0f, 1.0f
store %8, %13
%14:ptr<uniform, vec2<f32>, read> = access %uniforms, 0u
%15:f32 = load_vector_element %14, 1u
%16:bool = lt %15, 0.0f
%flipY:ptr<function, bool, read_write> = var, %16
%18:bool = load %flipY
if %18 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%19:ptr<function, vec2<f32>, read_write> = access %output, 0u
%20:ptr<function, vec2<f32>, read_write> = access %texcoord, %VertexIndex
%21:vec2<f32> = load %20
%22:ptr<uniform, vec2<f32>, read> = access %uniforms, 0u
%23:vec2<f32> = load %22
%24:vec2<f32> = mul %21, %23
%25:ptr<uniform, vec2<f32>, read> = access %uniforms, 1u
%26:vec2<f32> = load %25
%27:vec2<f32> = add %24, %26
%28:vec2<f32> = mul %27, vec2<f32>(1.0f, -1.0f)
%29:vec2<f32> = add %28, vec2<f32>(0.0f, 1.0f)
store %19, %29
exit_if # if_1
}
%b4 = block { # false
%30:ptr<function, vec2<f32>, read_write> = access %output, 0u
%31:ptr<function, vec2<f32>, read_write> = access %texcoord, %VertexIndex
%32:vec2<f32> = load %31
%33:vec2<f32> = mul %32, vec2<f32>(1.0f, -1.0f)
%34:vec2<f32> = add %33, vec2<f32>(0.0f, 1.0f)
%35:ptr<uniform, vec2<f32>, read> = access %uniforms, 0u
%36:vec2<f32> = load %35
%37:vec2<f32> = mul %34, %36
%38:ptr<uniform, vec2<f32>, read> = access %uniforms, 1u
%39:vec2<f32> = load %38
%40:vec2<f32> = add %37, %39
store %30, %40
exit_if # if_1
}
}
%41:VertexOutputs = load %output
ret %41
}
}
%fs_main = @fragment func(%texcoord_1:vec2<f32> [@location(0)]):vec4<f32> [@location(0)] -> %b5 { # %texcoord_1: 'texcoord'
%b5 = block {
%44:vec2<f32> = clamp %texcoord_1, vec2<f32>(0.0f), vec2<f32>(1.0f)
%clampedTexcoord:ptr<function, vec2<f32>, read_write> = var, %44
%46:vec2<f32> = load %clampedTexcoord
%47:vec2<bool> = eq %46, %texcoord_1
%48:bool = all %47
%49:bool = eq %48, false
if %49 [t: %b6] { # if_2
%b6 = block { # true
discard
exit_if # if_2
}
}
%srcColor:ptr<function, vec4<f32>, read_write> = var, vec4<f32>(0.0f)
%51:vec4<f32> = load %srcColor
ret %51
}
}
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. *
********************************************************************