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