blob: 80f7d468a405b91dcd70c05c69ce8b1c24dca751 [file] [log] [blame]
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. *
********************************************************************