dan sinclair | f1f381a | 2023-11-22 09:44:15 +0000 | [diff] [blame] | 1 | SKIP: FAILED |
| 2 | |
| 3 | <dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: Uniforms = struct @align(16) { |
| 4 | modelViewProjectionMatrix:mat4x4<f32> @offset(0) |
| 5 | } |
| 6 | |
| 7 | VertexOutput = struct @align(16) { |
| 8 | vtxFragColor:vec4<f32> @offset(0), @location(0) |
| 9 | Position:vec4<f32> @offset(16), @builtin(position) |
| 10 | } |
| 11 | |
| 12 | VertexInput = struct @align(16) { |
| 13 | cur_position:vec4<f32> @offset(0), @location(0) |
| 14 | color:vec4<f32> @offset(16), @location(1) |
| 15 | } |
| 16 | |
| 17 | %b1 = block { # root |
| 18 | %uniforms:ptr<uniform, Uniforms, read> = var @binding_point(0, 0) |
| 19 | } |
| 20 | |
| 21 | %vtx_main = @vertex func(%input:VertexInput):VertexOutput -> %b2 { |
| 22 | %b2 = block { |
| 23 | %output:ptr<function, VertexOutput, read_write> = var |
| 24 | %5:ptr<function, vec4<f32>, read_write> = access %output, 1u |
| 25 | %6:ptr<uniform, mat4x4<f32>, read> = access %uniforms, 0u |
| 26 | %7:mat4x4<f32> = load %6 |
| 27 | %8:vec4<f32> = access %input, 0u |
| 28 | %9:vec4<f32> = mul %7, %8 |
| 29 | store %5, %9 |
| 30 | %10:ptr<function, vec4<f32>, read_write> = access %output, 0u |
| 31 | %11:vec4<f32> = access %input, 1u |
| 32 | store %10, %11 |
| 33 | %12:VertexOutput = load %output |
| 34 | ret %12 |
| 35 | } |
| 36 | } |
| 37 | %frag_main = @fragment func(%fragColor:vec4<f32> [@location(0)]):vec4<f32> [@location(0)] -> %b3 { |
| 38 | %b3 = block { |
| 39 | ret %fragColor |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | unhandled variable address space |
| 44 | ******************************************************************** |
| 45 | * The tint shader compiler has encountered an unexpected error. * |
| 46 | * * |
| 47 | * Please help us fix this issue by submitting a bug report at * |
| 48 | * crbug.com/tint with the source program that triggered the bug. * |
| 49 | ******************************************************************** |