blob: ecde1d9bf42f49431d782d30569474bb1d4de839 [file] [log] [blame]
SKIP: FAILED
#version 310 es
layout(rgba8) uniform highp image2DArray arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_e57e92() {
vec4 res = texelFetch(arg_0, ivec3(uvec3(uvec2(1u), uint(1))));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureLoad_e57e92();
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: 'rgba8' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.
#version 310 es
precision highp float;
layout(rgba8) uniform highp image2DArray arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_e57e92() {
vec4 res = texelFetch(arg_0, ivec3(uvec3(uvec2(1u), uint(1))));
prevent_dce.inner = res;
}
void fragment_main() {
textureLoad_e57e92();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'rgba8' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.
#version 310 es
layout(rgba8) uniform highp image2DArray arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_e57e92() {
vec4 res = texelFetch(arg_0, ivec3(uvec3(uvec2(1u), uint(1))));
prevent_dce.inner = res;
}
void compute_main() {
textureLoad_e57e92();
}
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: 'rgba8' : format requires readonly or writeonly memory qualifier
ERROR: 1 compilation errors. No code generated.