dawn-cmake/test/intrinsics/gen/textureGather/3112e8.wgsl.expected.glsl

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SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_1;
void textureGather_3112e8() {
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
}
struct tint_symbol {
vec4 value;
};
vec4 vertex_main_inner() {
textureGather_3112e8();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
vec4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol outputs;
outputs = vertex_main();
gl_Position = outputs.value;
gl_Position.y = -gl_Position.y;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_1;
void textureGather_3112e8() {
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
}
struct tint_symbol {
vec4 value;
};
void fragment_main() {
textureGather_3112e8();
return;
}
void main() {
fragment_main();
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_1;
void textureGather_3112e8() {
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
}
struct tint_symbol {
vec4 value;
};
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void compute_main() {
textureGather_3112e8();
return;
}
void main() {
compute_main();
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.