blob: edaa64205539cea12e8249b977832a97ab5b9f81 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct MyStruct {
float f1;
};
precision highp float;
precision highp int;
int ret_i32() {
return 1;
}
uint ret_u32() {
return 1u;
}
float ret_f32() {
return 1.0f;
}
MyStruct ret_MyStruct() {
return MyStruct(0.0f);
}
float[10] ret_MyArray() {
return float[10](0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
}
void let_decls() {
int v1 = 1;
uint v2 = 1u;
float v3 = 1.0f;
ivec3 v4 = ivec3(1);
uvec3 v5 = uvec3(1u);
vec3 v6 = vec3(1.0f);
mat3 v7 = mat3(v6, v6, v6);
MyStruct v8 = MyStruct(1.0f);
float v9[10] = float[10](0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int v10 = ret_i32();
uint v11 = ret_u32();
float v12 = ret_f32();
MyStruct v13 = ret_MyStruct();
MyStruct v14 = ret_MyStruct();
float v15[10] = ret_MyArray();
}
vec4 main() {
return vec4(0.0f);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1