blob: 10a638b3c84f99ff318383ce68c2ccd79fceb490 [file] [log] [blame]
SKIP: FAILED
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
vec4 vertex_main_inner() {
asinh_468a48();
return vec4(0.0f);
}
void main() {
gl_Position = vertex_main_inner();
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
void main() {
asinh_468a48();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
asinh_468a48();
}
#version 310 es
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
layout(binding = 5, std140)
uniform tint_symbol_3_1_ubo {
RenderParams tint_symbol_2;
} v;
layout(location = 0) in vec3 vs_main_loc0_Input;
layout(location = 1) in vec4 vs_main_loc1_Input;
layout(location = 2) in vec2 vs_main_loc2_Input;
layout(location = 0) out vec4 vs_main_loc0_Output;
layout(location = 1) out vec2 vs_main_loc1_Output;
VertexOutput vs_main_inner(VertexInput tint_symbol) {
vec3 quad_pos = (mat2x3(v.tint_symbol_2.right, v.tint_symbol_2.up) * tint_symbol.quad_pos);
vec3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f));
VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f), vec4(0.0f), vec2(0.0f));
mat4 v_1 = v.tint_symbol_2.modelViewProjectionMatrix;
tint_symbol_1.position = (v_1 * vec4(position, 1.0f));
tint_symbol_1.color = tint_symbol.color;
tint_symbol_1.quad_pos = tint_symbol.quad_pos;
return tint_symbol_1;
}
void main() {
VertexOutput v_2 = vs_main_inner(VertexInput(vs_main_loc0_Input, vs_main_loc1_Input, vs_main_loc2_Input));
gl_Position = v_2.position;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vs_main_loc0_Output = v_2.color;
vs_main_loc1_Output = v_2.quad_pos;
gl_PointSize = 1.0f;
}
#version 310 es
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
vec2 rand_seed = vec2(0.0f);
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
SimulationParams tint_symbol;
} v;
layout(binding = 1, std430)
buffer Particles_1_ssbo {
Particle particles[];
} data;
void tint_store_and_preserve_padding(inout Particle target, Particle value_param) {
target.position = value_param.position;
target.lifetime = value_param.lifetime;
target.color = value_param.color;
target.velocity = value_param.velocity;
}
void simulate_inner(uvec3 GlobalInvocationID) {
vec2 v_1 = v.tint_symbol.seed.xy;
vec2 v_2 = (v_1 * vec2(GlobalInvocationID.xy));
rand_seed = (v_2 * v.tint_symbol.seed.zw);
uint idx = GlobalInvocationID[0u];
Particle particle = data.particles[idx];
tint_store_and_preserve_padding(data.particles[idx], particle);
}
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
simulate_inner(gl_GlobalInvocationID);
}
<dawn>/src/tint/lang/glsl/writer/printer/printer.cc:1451 internal compiler error: TINT_UNREACHABLE unhandled core builtin: textureStore
********************************************************************
* The tint shader compiler has encountered an unexpected error. *
* *
* Please help us fix this issue by submitting a bug report at *
* crbug.com/tint with the source program that triggered the bug. *
********************************************************************
tint executable returned error: signal: trace/BPT trap