blob: 93f4501abd616dda43a1ff263e62fe427ba77d73 [file] [log] [blame]
SKIP: FAILED
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec3_f16 {
f16vec3 fract;
ivec3 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_ae4a66() {
frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1));
}
void main() {
frexp_ae4a66();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_ae4a66();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_ae4a66();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:22: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:22: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec3_f16 {
f16vec3 fract;
ivec3 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_ae4a66() {
frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1));
}
void main() {
frexp_ae4a66();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_ae4a66();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_ae4a66();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:23: 'main' : function already has a body
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec3_f16 {
f16vec3 fract;
ivec3 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_ae4a66() {
frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1));
}
void main() {
frexp_ae4a66();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_ae4a66();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_ae4a66();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:22: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:22: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1