| SKIP: FAILED |
| |
| #version 310 es |
| |
| |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| uint loc1; |
| vec4 loc3; |
| }; |
| |
| layout(location = 0) in int tint_symbol_loc0_Input; |
| layout(location = 1) in uint tint_symbol_loc1_Input; |
| layout(location = 2) in uint tint_symbol_loc2_Input; |
| layout(location = 3) in vec4 tint_symbol_loc3_Input; |
| vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| return vec4(0.0f); |
| } |
| void main() { |
| VertexInputs0 v = VertexInputs0(gl_VertexID, tint_symbol_loc0_Input); |
| uint v_1 = tint_symbol_loc1_Input; |
| uint v_2 = gl_InstanceID; |
| gl_Position = tint_symbol_inner(v, v_1, v_2, VertexInputs1(tint_symbol_loc2_Input, tint_symbol_loc3_Input)); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:23: 'constructor' : cannot convert parameter 1 from ' gl_VertexId highp int VertexId' to ' global highp uint' |
| ERROR: 0:23: ' temp structure{ global highp uint vertex_index, global highp int loc0}' : cannot construct with these arguments |
| ERROR: 0:23: '=' : cannot convert from ' const float' to ' temp structure{ global highp uint vertex_index, global highp int loc0}' |
| ERROR: 0:23: '' : compilation terminated |
| ERROR: 4 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |