dawn-cmake/test/shader_io/compute_input_builtins.wgsl...

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SKIP: FAILED
#version 310 es
precision mediump float;
struct tint_symbol_2 {
uvec3 local_invocation_id;
uint local_invocation_index;
uvec3 global_invocation_id;
uvec3 workgroup_id;
uvec3 num_workgroups;
};
void tint_symbol_inner(uvec3 local_invocation_id, uint local_invocation_index, uvec3 global_invocation_id, uvec3 workgroup_id, uvec3 num_workgroups) {
uint foo = ((((local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + workgroup_id.x) + num_workgroups.x);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol(tint_symbol_2 tint_symbol_1) {
tint_symbol_inner(tint_symbol_1.local_invocation_id, tint_symbol_1.local_invocation_index, tint_symbol_1.global_invocation_id, tint_symbol_1.workgroup_id, tint_symbol_1.num_workgroups);
return;
}
void main() {
tint_symbol_2 inputs;
inputs.local_invocation_id = gl_LocalInvocationID;
inputs.local_invocation_index = uint(gl_LocalInvocationIndex);
inputs.global_invocation_id = gl_GlobalInvocationID;
inputs.workgroup_id = gl_WorkGroupID;
inputs.num_workgroups = uvec3();
tint_symbol(inputs);
}
Error parsing GLSL shader:
ERROR: 0:27: 'constructor' : not enough data provided for construction
ERROR: 0:27: 'assign' : cannot convert from ' const float' to ' global highp 3-component vector of uint'
ERROR: 0:27: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.