| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: Uniforms = struct @align(16) { |
| worldView:mat4x4<f32> @offset(0) |
| proj:mat4x4<f32> @offset(64) |
| numPointLights:u32 @offset(128) |
| color_source:u32 @offset(132) |
| color:vec4<f32> @offset(144) |
| } |
| |
| PointLight = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| } |
| |
| PointLights = struct @align(16) { |
| values:array<PointLight> @offset(0) |
| } |
| |
| FragmentInput = struct @align(16) { |
| position:vec4<f32> @offset(0), @builtin(position) |
| view_position:vec4<f32> @offset(16), @location(0) |
| normal:vec4<f32> @offset(32), @location(1) |
| uv:vec2<f32> @offset(48), @location(2) |
| color:vec4<f32> @offset(64), @location(3) |
| } |
| |
| FragmentOutput = struct @align(16) { |
| color:vec4<f32> @offset(0), @location(0) |
| } |
| |
| %b1 = block { # root |
| %uniforms:ptr<uniform, Uniforms, read> = var @binding_point(0, 0) |
| %pointLights:ptr<storage, PointLights, read> = var @binding_point(0, 1) |
| %mySampler:ptr<handle, sampler, read> = var @binding_point(0, 2) |
| %myTexture:ptr<handle, texture_2d<f32>, read> = var @binding_point(0, 3) |
| } |
| |
| %getColor = func(%tint_symbol:FragmentInput):vec4<f32> -> %b2 { |
| %b2 = block { |
| %color:ptr<function, vec4<f32>, read_write> = var |
| %8:ptr<uniform, u32, read> = access %uniforms, 3u |
| %9:u32 = load %8 |
| %10:bool = eq %9, 0u |
| if %10 [t: %b3, f: %b4] { # if_1 |
| %b3 = block { # true |
| %11:vec4<f32> = access %tint_symbol, 4u |
| store %color, %11 |
| exit_if # if_1 |
| } |
| %b4 = block { # false |
| %12:ptr<uniform, u32, read> = access %uniforms, 3u |
| %13:u32 = load %12 |
| %14:bool = eq %13, 1u |
| if %14 [t: %b5, f: %b6] { # if_2 |
| %b5 = block { # true |
| %15:vec4<f32> = access %tint_symbol, 2u |
| store %color, %15 |
| store_vector_element %color, 3u, 1.0f |
| exit_if # if_2 |
| } |
| %b6 = block { # false |
| %16:ptr<uniform, u32, read> = access %uniforms, 3u |
| %17:u32 = load %16 |
| %18:bool = eq %17, 2u |
| if %18 [t: %b7, f: %b8] { # if_3 |
| %b7 = block { # true |
| %19:ptr<uniform, vec4<f32>, read> = access %uniforms, 4u |
| %20:vec4<f32> = load %19 |
| store %color, %20 |
| exit_if # if_3 |
| } |
| %b8 = block { # false |
| %21:ptr<uniform, u32, read> = access %uniforms, 3u |
| %22:u32 = load %21 |
| %23:bool = eq %22, 3u |
| if %23 [t: %b9] { # if_4 |
| %b9 = block { # true |
| %24:texture_2d<f32> = load %myTexture |
| %25:sampler = load %mySampler |
| %26:vec2<f32> = access %tint_symbol, 3u |
| %27:vec4<f32> = textureSample %24, %25, %26 |
| store %color, %27 |
| exit_if # if_4 |
| } |
| } |
| exit_if # if_3 |
| } |
| } |
| exit_if # if_2 |
| } |
| } |
| exit_if # if_1 |
| } |
| } |
| %28:vec4<f32> = load %color |
| ret %28 |
| } |
| } |
| %tint_symbol_1 = @fragment func(%tint_symbol_2:FragmentInput):FragmentOutput -> %b10 { # %tint_symbol_2: 'tint_symbol' |
| %b10 = block { |
| %output:ptr<function, FragmentOutput, read_write> = var |
| %32:ptr<function, vec4<f32>, read_write> = access %output, 0u |
| store %32, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| %33:Uniforms = load %uniforms |
| %34:sampler = load %mySampler |
| %35:texture_2d<f32> = load %myTexture |
| %36:FragmentOutput = load %output |
| ret %36 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |