dawn-cmake/test/tint/builtins/textureLoad/texture_external_param.wgsl...

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SKIP: FAILED
#version 310 es
struct ExternalTextureParams {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
};
layout(binding = 2) uniform ExternalTextureParams_1 {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
} ext_tex_params;
vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
if ((params.numPlanes == 1u)) {
return texelFetch(plane0_1, coord, 0);
}
float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
float u = uv.x;
float v = uv.y;
float r = ((1.164000034f * y) + (params.vr * v));
float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
float b = ((1.164000034f * y) + (params.ub * u));
return vec4(r, g, b, 1.0f);
}
vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D ext_tex_plane_1_2;
void doTextureLoad() {
vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
}
vec4 vertex_main() {
doTextureLoad();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
gl_PointSize = 1.0;
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: 0:40: 'textureLoad2d' : no matching overloaded function found
ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float'
ERROR: 0:40: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
struct ExternalTextureParams {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
};
layout(binding = 2) uniform ExternalTextureParams_1 {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
} ext_tex_params;
vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
if ((params.numPlanes == 1u)) {
return texelFetch(plane0_1, coord, 0);
}
float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
float u = uv.x;
float v = uv.y;
float r = ((1.164000034f * y) + (params.vr * v));
float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
float b = ((1.164000034f * y) + (params.ub * u));
return vec4(r, g, b, 1.0f);
}
vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D ext_tex_plane_1_2;
void doTextureLoad() {
vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
}
void fragment_main() {
doTextureLoad();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:41: 'textureLoad2d' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
struct ExternalTextureParams {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
};
layout(binding = 2) uniform ExternalTextureParams_1 {
uint numPlanes;
float vr;
float ug;
float vg;
float ub;
} ext_tex_params;
vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) {
if ((params.numPlanes == 1u)) {
return texelFetch(plane0_1, coord, 0);
}
float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f);
vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f);
float u = uv.x;
float v = uv.y;
float r = ((1.164000034f * y) + (params.vr * v));
float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
float b = ((1.164000034f * y) + (params.ub * u));
return vec4(r, g, b, 1.0f);
}
vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) {
return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D ext_tex_plane_1_2;
void doTextureLoad() {
vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0));
}
void compute_main() {
doTextureLoad();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:40: 'textureLoad2d' : no matching overloaded function found
ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float'
ERROR: 0:40: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.