blob: dc45796f7f060b4e6f07487ef11148c496a389a5 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 countOneBits_0d0e46() {
uvec4 arg_0 = uvec4(1u);
uvec4 res = bitCount(arg_0);
return res;
}
void main() {
prevent_dce = countOneBits_0d0e46();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = countOneBits_0d0e46();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = countOneBits_0d0e46();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:14: '=' : cannot convert from ' global lowp 4-component vector of int' to ' temp highp 4-component vector of uint'
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 countOneBits_0d0e46() {
uvec4 arg_0 = uvec4(1u);
uvec4 res = bitCount(arg_0);
return res;
}
void main() {
prevent_dce = countOneBits_0d0e46();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = countOneBits_0d0e46();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = countOneBits_0d0e46();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:14: '=' : cannot convert from ' global lowp 4-component vector of int' to ' temp highp 4-component vector of uint'
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 countOneBits_0d0e46() {
uvec4 arg_0 = uvec4(1u);
uvec4 res = bitCount(arg_0);
return res;
}
void main() {
prevent_dce = countOneBits_0d0e46();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = countOneBits_0d0e46();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = countOneBits_0d0e46();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:14: '=' : cannot convert from ' global lowp 4-component vector of int' to ' temp highp 4-component vector of uint'
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1