blob: f42d0ac85e21edbe2b81d6e68d6e67916d8da508 [file] [log] [blame]
SKIP: FAILED
#version 310 es
layout(rgba16i) uniform highp writeonly iimage1D arg_0;
void textureStore_5a2f8f() {
imageStore(arg_0, 1, ivec4(0, 0, 0, 0));
}
vec4 vertex_main() {
textureStore_5a2f8f();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'iimage1D' : Reserved word.
WARNING: 0:3: 'layout' : useless application of layout qualifier
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
layout(rgba16i) uniform highp writeonly iimage1D arg_0;
void textureStore_5a2f8f() {
imageStore(arg_0, 1, ivec4(0, 0, 0, 0));
}
void fragment_main() {
textureStore_5a2f8f();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'iimage1D' : Reserved word.
WARNING: 0:4: 'layout' : useless application of layout qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(rgba16i) uniform highp writeonly iimage1D arg_0;
void textureStore_5a2f8f() {
imageStore(arg_0, 1, ivec4(0, 0, 0, 0));
}
void compute_main() {
textureStore_5a2f8f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'iimage1D' : Reserved word.
WARNING: 0:3: 'layout' : useless application of layout qualifier
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.