blob: c34ffd2b186f20773e591c06ef46bb607b3a21ae [file] [log] [blame]
Ben Claytoneb29f812022-06-01 19:49:50 +00001SKIP: FAILED
2
3#version 310 es
4
5uniform highp samplerCubeArrayShadow arg_0_arg_1;
6
Stephen White11e786e2023-08-24 22:01:10 +00007layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
8 float inner;
9} prevent_dce;
10
Ben Claytoneb29f812022-06-01 19:49:50 +000011void textureSampleCompareLevel_4cf3a2() {
Stephen White987902e2022-12-15 16:42:28 +000012 float res = texture(arg_0_arg_1, vec4(vec3(1.0f), float(1)), 1.0f);
Stephen White11e786e2023-08-24 22:01:10 +000013 prevent_dce.inner = res;
Ben Claytoneb29f812022-06-01 19:49:50 +000014}
15
16vec4 vertex_main() {
17 textureSampleCompareLevel_4cf3a2();
18 return vec4(0.0f);
19}
20
21void main() {
22 gl_PointSize = 1.0;
23 vec4 inner_result = vertex_main();
24 gl_Position = inner_result;
25 gl_Position.y = -(gl_Position.y);
26 gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
27 return;
28}
Stephen Whited2eb05c2023-10-16 20:34:20 +000029error: Error parsing GLSL shader:
Ben Claytoneb29f812022-06-01 19:49:50 +000030ERROR: 0:3: 'samplerCubeArrayShadow' : Reserved word.
31ERROR: 0:3: '' : compilation terminated
32ERROR: 2 compilation errors. No code generated.
33
34
35
36#version 310 es
Stephen White11e786e2023-08-24 22:01:10 +000037precision highp float;
Ben Clayton448c01b2024-02-28 00:23:17 +000038precision highp int;
Ben Claytoneb29f812022-06-01 19:49:50 +000039
40uniform highp samplerCubeArrayShadow arg_0_arg_1;
41
Stephen White11e786e2023-08-24 22:01:10 +000042layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
43 float inner;
44} prevent_dce;
45
Ben Claytoneb29f812022-06-01 19:49:50 +000046void textureSampleCompareLevel_4cf3a2() {
Stephen White987902e2022-12-15 16:42:28 +000047 float res = texture(arg_0_arg_1, vec4(vec3(1.0f), float(1)), 1.0f);
Stephen White11e786e2023-08-24 22:01:10 +000048 prevent_dce.inner = res;
Ben Claytoneb29f812022-06-01 19:49:50 +000049}
50
51void fragment_main() {
52 textureSampleCompareLevel_4cf3a2();
53}
54
55void main() {
56 fragment_main();
57 return;
58}
Stephen Whited2eb05c2023-10-16 20:34:20 +000059error: Error parsing GLSL shader:
Ben Clayton448c01b2024-02-28 00:23:17 +000060ERROR: 0:5: 'samplerCubeArrayShadow' : Reserved word.
61ERROR: 0:5: '' : compilation terminated
Ben Claytoneb29f812022-06-01 19:49:50 +000062ERROR: 2 compilation errors. No code generated.
63
64
65
66#version 310 es
67
68uniform highp samplerCubeArrayShadow arg_0_arg_1;
69
Stephen White11e786e2023-08-24 22:01:10 +000070layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
71 float inner;
72} prevent_dce;
73
Ben Claytoneb29f812022-06-01 19:49:50 +000074void textureSampleCompareLevel_4cf3a2() {
Stephen White987902e2022-12-15 16:42:28 +000075 float res = texture(arg_0_arg_1, vec4(vec3(1.0f), float(1)), 1.0f);
Stephen White11e786e2023-08-24 22:01:10 +000076 prevent_dce.inner = res;
Ben Claytoneb29f812022-06-01 19:49:50 +000077}
78
79void compute_main() {
80 textureSampleCompareLevel_4cf3a2();
81}
82
83layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
84void main() {
85 compute_main();
86 return;
87}
Stephen Whited2eb05c2023-10-16 20:34:20 +000088error: Error parsing GLSL shader:
Ben Claytoneb29f812022-06-01 19:49:50 +000089ERROR: 0:3: 'samplerCubeArrayShadow' : Reserved word.
90ERROR: 0:3: '' : compilation terminated
91ERROR: 2 compilation errors. No code generated.
92
93
94