blob: 5bc77a60c6ce57c0eda7a1ce6c2205ed9dc793c3 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec2 tint_symbol;
} v;
uniform highp sampler2DShadow arg_0;
uvec2 textureDimensions_991ea9() {
highp sampler2DShadow v_1 = arg_0;
uvec2 res = uvec2(textureSize(v_1, int(1u)));
return res;
}
void main() {
v.tint_symbol = textureDimensions_991ea9();
}
error: Error parsing GLSL shader:
ERROR: 0:11: 'sampler2DShadow' : sampler/image types can only be used in uniform variables or function parameters: v_1
ERROR: 0:11: '=' : cannot convert from ' uniform highp sampler2DShadow' to ' temp highp sampler2DShadow'
ERROR: 0:11: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec2 tint_symbol;
} v;
uniform highp sampler2DShadow arg_0;
uvec2 textureDimensions_991ea9() {
highp sampler2DShadow v_1 = arg_0;
uvec2 res = uvec2(textureSize(v_1, int(1u)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureDimensions_991ea9();
}
error: Error parsing GLSL shader:
ERROR: 0:9: 'sampler2DShadow' : sampler/image types can only be used in uniform variables or function parameters: v_1
ERROR: 0:9: '=' : cannot convert from ' uniform highp sampler2DShadow' to ' temp highp sampler2DShadow'
ERROR: 0:9: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
struct VertexOutput {
vec4 pos;
uvec2 prevent_dce;
};
uniform highp sampler2DShadow arg_0;
layout(location = 0) flat out uvec2 vertex_main_loc0_Output;
uvec2 textureDimensions_991ea9() {
highp sampler2DShadow v = arg_0;
uvec2 res = uvec2(textureSize(v, int(1u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec2(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureDimensions_991ea9();
return tint_symbol;
}
void main() {
VertexOutput v_1 = vertex_main_inner();
gl_Position = v_1.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_1.prevent_dce;
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:12: 'sampler2DShadow' : sampler/image types can only be used in uniform variables or function parameters: v
ERROR: 0:12: '=' : cannot convert from ' uniform highp sampler2DShadow' to ' temp highp sampler2DShadow'
ERROR: 0:12: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1