| SKIP: FAILED |
| |
| <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: strided_arr = struct @align(4) { |
| el:f32 @offset(0) |
| } |
| |
| LeftOver = struct @align(16) { |
| worldViewProjection:mat4x4<f32> @offset(0) |
| time:f32 @offset(64) |
| test2:array<mat4x4<f32>, 2> @offset(80) |
| test:array<strided_arr, 4> @offset(208) |
| } |
| |
| main_out = struct @align(16) { |
| gl_Position:vec4<f32> @offset(0), @builtin(position) |
| vUV_1:vec2<f32> @offset(16), @location(0) |
| } |
| |
| %b1 = block { # root |
| %position_1:ptr<private, vec3<f32>, read_write> = var |
| %x_14:ptr<uniform, LeftOver, read> = var @binding_point(2, 2) |
| %vUV:ptr<private, vec2<f32>, read_write> = var |
| %uv:ptr<private, vec2<f32>, read_write> = var |
| %normal:ptr<private, vec3<f32>, read_write> = var |
| %gl_Position:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void -> %b2 { |
| %b2 = block { |
| %q:ptr<function, vec4<f32>, read_write> = var |
| %p:ptr<function, vec3<f32>, read_write> = var |
| %10:f32 = load_vector_element %position_1, 0u |
| %11:f32 = load_vector_element %position_1, 1u |
| %12:f32 = load_vector_element %position_1, 2u |
| %13:vec4<f32> = construct %10, %11, %12, 1.0f |
| store %q, %13 |
| %14:vec4<f32> = load %q |
| %15:vec3<f32> = swizzle %14, xyz |
| store %p, %15 |
| %16:f32 = load_vector_element %p, 0u |
| %17:ptr<uniform, f32, read> = access %x_14, 3u, 0i, 0u |
| %18:f32 = load %17 |
| %19:f32 = load_vector_element %position_1, 1u |
| %20:f32 = mul %18, %19 |
| %21:ptr<uniform, f32, read> = access %x_14, 1u |
| %22:f32 = load %21 |
| %23:f32 = add %20, %22 |
| %24:f32 = sin %23 |
| %25:f32 = add %16, %24 |
| store_vector_element %p, 0u, %25 |
| %26:f32 = load_vector_element %p, 1u |
| %27:ptr<uniform, f32, read> = access %x_14, 1u |
| %28:f32 = load %27 |
| %29:f32 = add %28, 4.0f |
| %30:f32 = sin %29 |
| %31:f32 = add %26, %30 |
| store_vector_element %p, 1u, %31 |
| %32:ptr<uniform, mat4x4<f32>, read> = access %x_14, 0u |
| %33:mat4x4<f32> = load %32 |
| %34:f32 = load_vector_element %p, 0u |
| %35:f32 = load_vector_element %p, 1u |
| %36:f32 = load_vector_element %p, 2u |
| %37:vec4<f32> = construct %34, %35, %36, 1.0f |
| %38:vec4<f32> = mul %33, %37 |
| store %gl_Position, %38 |
| %39:vec2<f32> = load %uv |
| store %vUV, %39 |
| %40:f32 = load_vector_element %gl_Position, 1u |
| %41:f32 = mul %40, -1.0f |
| store_vector_element %gl_Position, 1u, %41 |
| ret |
| } |
| } |
| %tint_symbol = @vertex func(%position_1_param:vec3<f32> [@location(0)], %uv_param:vec2<f32> [@location(2)], %normal_param:vec3<f32> [@location(1)]):main_out -> %b3 { |
| %b3 = block { |
| store %position_1, %position_1_param |
| store %uv, %uv_param |
| store %normal, %normal_param |
| %46:void = call %main_1 |
| %47:vec4<f32> = load %gl_Position |
| %48:vec2<f32> = load %vUV |
| %49:main_out = construct %47, %48 |
| ret %49 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |