mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-14 23:56:16 +00:00
Enable the 1D -> 2D texture transform in GLSL writer.
Fix unit and WGSL test results. Bug: dawn:1301 Change-Id: Idfe046bdb211c8db9724e02c2f9dfb12d04d5c2a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/114800 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
committed by
Dawn LUCI CQ
parent
451ed5cd01
commit
1d04cf841c
@@ -1,40 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_1;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texelFetch(x_20_1, int(u1), 0);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,40 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_1;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_71 = texelFetch(x_20_1, int(u1), 0);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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layout(r32f) uniform highp writeonly image1D x_20;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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imageStore(x_20, int(u1), vf1234);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'image1D' : Reserved word.
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WARNING: 0:4: 'layout' : useless application of layout qualifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texture(x_20_x_10, f1);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texture(x_20_x_10, vf12.x);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texture(x_20_x_10, vf123.x);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texture(x_20_x_10, vf1234.x);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,44 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec2 vf21 = vec2(2.0f, 1.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float coords1 = 1.0f;
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vec2 coords12 = vf12;
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vec3 coords123 = vf123;
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vec4 coords1234 = vf1234;
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vec4 x_79 = texture(x_20_x_10, (coords12.x / coords12.y));
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_x_10;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texture(x_20_x_10, f1);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,40 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_1;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_73 = texelFetch(x_20_1, i1, 0);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,40 +0,0 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler1D x_20_1;
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void main_1() {
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float float_var = 0.0f;
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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vec4 x_71 = texelFetch(x_20_1, i1, 0);
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uint x_1000 = 0u;
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return;
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}
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void tint_symbol() {
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main_1();
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}
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void main() {
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tint_symbol();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'sampler1D' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,41 +0,0 @@
|
||||
SKIP: FAILED
|
||||
|
||||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
layout(r32f) uniform highp writeonly image1D x_20;
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
int i1 = 1;
|
||||
ivec2 vi12 = ivec2(1, 2);
|
||||
ivec3 vi123 = ivec3(1, 2, 3);
|
||||
ivec4 vi1234 = ivec4(1, 2, 3, 4);
|
||||
uint u1 = 1u;
|
||||
uvec2 vu12 = uvec2(1u, 2u);
|
||||
uvec3 vu123 = uvec3(1u, 2u, 3u);
|
||||
uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
|
||||
float f1 = 1.0f;
|
||||
vec2 vf12 = vec2(1.0f, 2.0f);
|
||||
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
|
||||
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
imageStore(x_20, i1, vf1234);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
||||
void tint_symbol() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
void main() {
|
||||
tint_symbol();
|
||||
return;
|
||||
}
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:4: 'image1D' : Reserved word.
|
||||
WARNING: 0:4: 'layout' : useless application of layout qualifier
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
SKIP: FAILED
|
||||
|
||||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_1;
|
||||
void main_1() {
|
||||
vec4 x_125 = texelFetch(x_20_1, 1, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
void tint_symbol() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
void main() {
|
||||
tint_symbol();
|
||||
return;
|
||||
}
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@ SKIP: FAILED
|
||||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
layout(rg32f) uniform highp writeonly image1D x_20;
|
||||
layout(rg32f) uniform highp writeonly image2D x_20;
|
||||
void main_1() {
|
||||
imageStore(x_20, 1, vec4(0.0f));
|
||||
imageStore(x_20, ivec2(1, 0), vec4(0.0f));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
SKIP: FAILED
|
||||
|
||||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_1;
|
||||
void main_1() {
|
||||
vec4 x_125 = texelFetch(x_20_1, 0, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
void tint_symbol() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
void main() {
|
||||
tint_symbol();
|
||||
return;
|
||||
}
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user