| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| uvec4 tint_symbol; |
| } v; |
| layout(binding = 0, r32ui) uniform highp readonly uimage1D arg_0; |
| uvec4 textureLoad_31db4b() { |
| uvec4 res = imageLoad(arg_0, int(1u)); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = textureLoad_31db4b(); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:9: 'uimage1D' : Reserved word. |
| WARNING: 0:9: 'layout' : useless application of layout qualifier |
| ERROR: 0:9: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| uvec4 tint_symbol; |
| } v; |
| layout(binding = 0, r32ui) uniform highp readonly uimage1D arg_0; |
| uvec4 textureLoad_31db4b() { |
| uvec4 res = imageLoad(arg_0, int(1u)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = textureLoad_31db4b(); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:7: 'uimage1D' : Reserved word. |
| WARNING: 0:7: 'layout' : useless application of layout qualifier |
| ERROR: 0:7: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| uvec4 prevent_dce; |
| }; |
| |
| layout(binding = 0, r32ui) uniform highp readonly uimage1D arg_0; |
| layout(location = 0) flat out uvec4 vertex_main_loc0_Output; |
| uvec4 textureLoad_31db4b() { |
| uvec4 res = imageLoad(arg_0, int(1u)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureLoad_31db4b(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v = vertex_main_inner(); |
| gl_Position = v.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:9: 'uimage1D' : Reserved word. |
| WARNING: 0:9: 'layout' : useless application of layout qualifier |
| ERROR: 0:9: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |