blob: 2ac8ff0d08ed6652f39ed667c4c1da54b44a593c [file] [log] [blame]
Ben Claytonda5424b2022-10-24 23:58:53 +00001SKIP: FAILED
2
3#version 310 es
4
5uniform highp samplerCubeArray arg_0_arg_1;
6
Stephen White11e786e2023-08-24 22:01:10 +00007layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
8 vec4 inner;
9} prevent_dce;
10
Ben Claytonda5424b2022-10-24 23:58:53 +000011void textureSampleLevel_aab3b9() {
Stephen White987902e2022-12-15 16:42:28 +000012 vec3 arg_2 = vec3(1.0f);
Ben Claytonda5424b2022-10-24 23:58:53 +000013 uint arg_3 = 1u;
14 float arg_4 = 1.0f;
15 vec4 res = textureLod(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4);
Stephen White11e786e2023-08-24 22:01:10 +000016 prevent_dce.inner = res;
Ben Claytonda5424b2022-10-24 23:58:53 +000017}
18
19vec4 vertex_main() {
20 textureSampleLevel_aab3b9();
21 return vec4(0.0f);
22}
23
24void main() {
25 gl_PointSize = 1.0;
26 vec4 inner_result = vertex_main();
27 gl_Position = inner_result;
28 gl_Position.y = -(gl_Position.y);
29 gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
30 return;
31}
Stephen Whited2eb05c2023-10-16 20:34:20 +000032error: Error parsing GLSL shader:
Ben Claytonda5424b2022-10-24 23:58:53 +000033ERROR: 0:3: 'samplerCubeArray' : Reserved word.
34ERROR: 0:3: '' : compilation terminated
35ERROR: 2 compilation errors. No code generated.
36
37
38
39#version 310 es
Stephen White11e786e2023-08-24 22:01:10 +000040precision highp float;
Ben Clayton448c01b2024-02-28 00:23:17 +000041precision highp int;
Ben Claytonda5424b2022-10-24 23:58:53 +000042
43uniform highp samplerCubeArray arg_0_arg_1;
44
Stephen White11e786e2023-08-24 22:01:10 +000045layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
46 vec4 inner;
47} prevent_dce;
48
Ben Claytonda5424b2022-10-24 23:58:53 +000049void textureSampleLevel_aab3b9() {
Stephen White987902e2022-12-15 16:42:28 +000050 vec3 arg_2 = vec3(1.0f);
Ben Claytonda5424b2022-10-24 23:58:53 +000051 uint arg_3 = 1u;
52 float arg_4 = 1.0f;
53 vec4 res = textureLod(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4);
Stephen White11e786e2023-08-24 22:01:10 +000054 prevent_dce.inner = res;
Ben Claytonda5424b2022-10-24 23:58:53 +000055}
56
57void fragment_main() {
58 textureSampleLevel_aab3b9();
59}
60
61void main() {
62 fragment_main();
63 return;
64}
Stephen Whited2eb05c2023-10-16 20:34:20 +000065error: Error parsing GLSL shader:
Ben Clayton448c01b2024-02-28 00:23:17 +000066ERROR: 0:5: 'samplerCubeArray' : Reserved word.
67ERROR: 0:5: '' : compilation terminated
Ben Claytonda5424b2022-10-24 23:58:53 +000068ERROR: 2 compilation errors. No code generated.
69
70
71
72#version 310 es
73
74uniform highp samplerCubeArray arg_0_arg_1;
75
Stephen White11e786e2023-08-24 22:01:10 +000076layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
77 vec4 inner;
78} prevent_dce;
79
Ben Claytonda5424b2022-10-24 23:58:53 +000080void textureSampleLevel_aab3b9() {
Stephen White987902e2022-12-15 16:42:28 +000081 vec3 arg_2 = vec3(1.0f);
Ben Claytonda5424b2022-10-24 23:58:53 +000082 uint arg_3 = 1u;
83 float arg_4 = 1.0f;
84 vec4 res = textureLod(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4);
Stephen White11e786e2023-08-24 22:01:10 +000085 prevent_dce.inner = res;
Ben Claytonda5424b2022-10-24 23:58:53 +000086}
87
88void compute_main() {
89 textureSampleLevel_aab3b9();
90}
91
92layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
93void main() {
94 compute_main();
95 return;
96}
Stephen Whited2eb05c2023-10-16 20:34:20 +000097error: Error parsing GLSL shader:
Ben Claytonda5424b2022-10-24 23:58:53 +000098ERROR: 0:3: 'samplerCubeArray' : Reserved word.
99ERROR: 0:3: '' : compilation terminated
100ERROR: 2 compilation errors. No code generated.
101
102
103