blob: 454cb586a40bf990748a9fef71437b25beb6b195 [file] [log] [blame]
SKIP: FAILED
#version 310 es
layout(rgba32f) uniform highp image3D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3d9c90() {
ivec3 arg_1 = ivec3(1);
vec4 res = texelFetch(arg_0, arg_1);
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureLoad_3d9c90();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'rgba32f' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.
#version 310 es
precision highp float;
layout(rgba32f) uniform highp image3D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3d9c90() {
ivec3 arg_1 = ivec3(1);
vec4 res = texelFetch(arg_0, arg_1);
prevent_dce.inner = res;
}
void fragment_main() {
textureLoad_3d9c90();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'rgba32f' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.
#version 310 es
layout(rgba32f) uniform highp image3D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3d9c90() {
ivec3 arg_1 = ivec3(1);
vec4 res = texelFetch(arg_0, arg_1);
prevent_dce.inner = res;
}
void compute_main() {
textureLoad_3d9c90();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'rgba32f' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.