blob: 7dabf5be2d8916f03a5b5467efa083ed5c7ff25a [file] [log] [blame]
SKIP: FAILED
#version 310 es
layout(rgba8i) uniform highp writeonly iimage1D arg_0;
void textureStore_bf775c() {
int arg_1 = 1;
ivec4 arg_2 = ivec4(1);
imageStore(arg_0, arg_1, arg_2);
}
vec4 vertex_main() {
textureStore_bf775c();
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: 'iimage1D' : Reserved word.
WARNING: 0:3: 'layout' : useless application of layout qualifier
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
layout(rgba8i) uniform highp writeonly iimage1D arg_0;
void textureStore_bf775c() {
int arg_1 = 1;
ivec4 arg_2 = ivec4(1);
imageStore(arg_0, arg_1, arg_2);
}
void fragment_main() {
textureStore_bf775c();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'iimage1D' : Reserved word.
WARNING: 0:4: 'layout' : useless application of layout qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(rgba8i) uniform highp writeonly iimage1D arg_0;
void textureStore_bf775c() {
int arg_1 = 1;
ivec4 arg_2 = ivec4(1);
imageStore(arg_0, arg_1, arg_2);
}
void compute_main() {
textureStore_bf775c();
}
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: 'iimage1D' : Reserved word.
WARNING: 0:3: 'layout' : useless application of layout qualifier
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.