GLSL: fix shadow samplers, and textures generally.

1) Append "Shadow" to samplers representing depth textures.
2) Sampling a depth texture returns f32, not vec4<f32>
3) Sampling a depth texture requires a Dref parameter, so we must
   generate one if none is provided.
4) GLSL requires Dref to be appended to the texture coordinates vector,
   *unless* it's a samplerCubeArrayShadow, since this would require vec5.
   In that case, it's passed as a separate parameter.
5) GLSL's textureGather() with a depth sampler always requires a refZ
   parameter, so provide zero to emulate WGSL's compare-less textureGather().
6) texelFetch() does not support depth textures, so this will have to be
   validated out.
7) textureOffset() does not support sampler2DArrayShadow in GLES, so this will
   have to be validated out.

Bug: tint:1298
Change-Id: Idaebe89cac6c1ec97c50a361b1d3aa3b84fb6c12
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78760
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2022-02-02 15:25:42 +00:00 committed by Tint LUCI CQ
parent b68e8aa658
commit d4d7153bad
87 changed files with 434 additions and 1077 deletions

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@ -1229,11 +1229,15 @@ bool GeneratorImpl::EmitTextureCall(std::ostream& out,
}
uint32_t glsl_ret_width = 4u;
bool is_depth = texture_type->Is<sem::DepthTexture>();
switch (intrinsic->Type()) {
case sem::IntrinsicType::kTextureSample:
case sem::IntrinsicType::kTextureSampleBias:
out << "texture";
if (is_depth) {
glsl_ret_width = 1u;
}
break;
case sem::IntrinsicType::kTextureSampleLevel:
out << "textureLod";
@ -1283,19 +1287,37 @@ bool GeneratorImpl::EmitTextureCall(std::ostream& out,
if (auto* array_index = arg(Usage::kArrayIndex)) {
// Array index needs to be appended to the coordinates.
auto* packed = AppendVector(&builder_, param_coords, array_index);
if (!EmitExpression(out, packed->Declaration())) {
return false;
}
} else {
if (!EmitExpression(out, param_coords)) {
return false;
param_coords =
AppendVector(&builder_, param_coords, array_index)->Declaration();
}
bool is_cube_array = texture_type->dim() == ast::TextureDimension::kCubeArray;
// GLSL requires Dref to be appended to the coordinates, *unless* it's
// samplerCubeArrayShadow, in which case it will be handled as a separate
// parameter [1].
if (is_depth && !is_cube_array) {
if (auto* depth_ref = arg(Usage::kDepthRef)) {
param_coords =
AppendVector(&builder_, param_coords, depth_ref)->Declaration();
} else if (intrinsic->Type() == sem::IntrinsicType::kTextureSample) {
// Sampling a depth texture in GLSL always requires a depth reference, so
// append zero here.
auto* f32 = builder_.create<sem::F32>();
auto* zero = builder_.Expr(0.0f);
auto* stmt = builder_.Sem().Get(param_coords)->Stmt();
auto* sem_zero =
builder_.create<sem::Expression>(zero, f32, stmt, sem::Constant{});
builder_.Sem().Add(zero, sem_zero);
param_coords = AppendVector(&builder_, param_coords, zero)->Declaration();
}
}
for (auto usage : {Usage::kDepthRef, Usage::kLevel, Usage::kDdx, Usage::kDdy,
Usage::kSampleIndex, Usage::kOffset, Usage::kBias,
Usage::kComponent, Usage::kValue}) {
if (!EmitExpression(out, param_coords)) {
return false;
}
for (auto usage : {Usage::kLevel, Usage::kDdx, Usage::kDdy,
Usage::kSampleIndex, Usage::kValue}) {
if (auto* e = arg(usage)) {
out << ", ";
if (!EmitExpression(out, e)) {
@ -1304,6 +1326,32 @@ bool GeneratorImpl::EmitTextureCall(std::ostream& out,
}
}
// GLSL's textureGather always requires a refZ parameter.
if (is_depth && intrinsic->Type() == sem::IntrinsicType::kTextureGather) {
out << ", 0.0";
}
for (auto usage : {Usage::kOffset, Usage::kComponent, Usage::kBias}) {
if (auto* e = arg(usage)) {
out << ", ";
if (!EmitExpression(out, e)) {
return false;
}
}
}
// [1] samplerCubeArrayShadow requires a separate depthRef parameter
if (is_depth && is_cube_array) {
if (auto* e = arg(Usage::kDepthRef)) {
out << ", ";
if (!EmitExpression(out, e)) {
return false;
}
} else if (intrinsic->Type() == sem::IntrinsicType::kTextureSample) {
out << ", 0.0f";
}
}
out << ")";
if (intrinsic->ReturnType()->Is<sem::Void>()) {
@ -2377,6 +2425,9 @@ bool GeneratorImpl::EmitType(std::ostream& out,
<< "unexpected TextureDimension " << tex->dim();
return false;
}
if (tex->Is<sem::DepthTexture>()) {
out << "Shadow";
}
} else if (type->Is<sem::U32>()) {
out << "uint";
} else if (auto* vec = type->As<sem::Vector>()) {

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@ -76,27 +76,27 @@ ExpectedResult expected_texture_overload(
case ValidTextureOverload::kGatherCubeArrayF32:
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), 0))";
case ValidTextureOverload::kGatherDepth2dF32:
return R"(textureGather(tint_symbol_sampler, vec2(1.0f, 2.0f)))";
return R"(textureGather(tint_symbol_sampler, vec2(1.0f, 2.0f), 0.0))";
case ValidTextureOverload::kGatherDepth2dOffsetF32:
return R"(textureGatherOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), ivec2(3, 4)))";
return R"(textureGatherOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), 0.0, ivec2(3, 4))";
case ValidTextureOverload::kGatherDepth2dArrayF32:
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3))))";
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), 0.0))";
case ValidTextureOverload::kGatherDepth2dArrayOffsetF32:
return R"(textureGatherOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), ivec2(4, 5)))";
return R"(textureGatherOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), 0.0, ivec2(4, 5)))";
case ValidTextureOverload::kGatherDepthCubeF32:
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f)))";
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f), 0.0))";
case ValidTextureOverload::kGatherDepthCubeArrayF32:
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4))))";
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), 0.0))";
case ValidTextureOverload::kGatherCompareDepth2dF32:
return R"(textureGather(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f))";
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f))";
case ValidTextureOverload::kGatherCompareDepth2dOffsetF32:
return R"(textureGatherOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f, ivec2(4, 5)))";
return R"(textureGatherOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f), ivec2(4, 5)))";
case ValidTextureOverload::kGatherCompareDepth2dArrayF32:
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), 4.0f))";
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, float(3), 4.0f)))";
case ValidTextureOverload::kGatherCompareDepth2dArrayOffsetF32:
return R"(textureGatherOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), 4.0f, ivec2(5, 6)))";
return R"(textureGatherOffset(tint_symbol_sampler, vec4(1.0f, 2.0f, float(3), 4.0f), ivec2(5, 6)))";
case ValidTextureOverload::kGatherCompareDepthCubeF32:
return R"(textureGather(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f), 4.0f))";
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, 4.0f)))";
case ValidTextureOverload::kGatherCompareDepthCubeArrayF32:
return R"(textureGather(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), 5.0f))";
case ValidTextureOverload::kNumLayers2dArray:
@ -136,17 +136,17 @@ ExpectedResult expected_texture_overload(
case ValidTextureOverload::kSampleCubeArrayF32:
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)));)";
case ValidTextureOverload::kSampleDepth2dF32:
return R"(texture(tint_symbol_sampler, vec2(1.0f, 2.0f)).x;)";
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, 0.0f));)";
case ValidTextureOverload::kSampleDepth2dOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), ivec2(3, 4)).x;)";
return R"(textureOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, 0.0f), ivec2(3, 4));)";
case ValidTextureOverload::kSampleDepth2dArrayF32:
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3))).x;)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, float(3), 0.0f));)";
case ValidTextureOverload::kSampleDepth2dArrayOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(3)), ivec2(4, 5)).x;)";
return R"(textureOffset(tint_symbol_sampler, vec4(1.0f, 2.0f, float(3), 0.0f), ivec2(4, 5));)";
case ValidTextureOverload::kSampleDepthCubeF32:
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f)).x;)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, 0.0f));)";
case ValidTextureOverload::kSampleDepthCubeArrayF32:
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4))).x;)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), 0.0f);)";
case ValidTextureOverload::kSampleBias2dF32:
return R"(texture(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f);)";
case ValidTextureOverload::kSampleBias2dOffsetF32:
@ -208,23 +208,23 @@ ExpectedResult expected_texture_overload(
case ValidTextureOverload::kSampleGradCubeArrayF32:
return R"(textureGrad(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), vec3(5.0f, 6.0f, 7.0f), vec3(8.0f, 9.0f, 10.0f));)";
case ValidTextureOverload::kSampleCompareDepth2dF32:
return R"(texture(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f);)";
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f));)";
case ValidTextureOverload::kSampleCompareDepth2dOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f, ivec2(4, 5));)";
return R"(textureOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f), ivec2(4, 5));)";
case ValidTextureOverload::kSampleCompareDepth2dArrayF32:
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, float(4)), 3.0f);)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, float(4), 3.0f));)";
case ValidTextureOverload::kSampleCompareDepth2dArrayOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(4)), 3.0f, ivec2(5, 6));)";
return R"(textureOffset(tint_symbol_sampler, vec4(1.0f, 2.0f, float(4), 3.0f), ivec2(5, 6));)";
case ValidTextureOverload::kSampleCompareDepthCubeF32:
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, 3.0f), 4.0f);)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, 4.0f));)";
case ValidTextureOverload::kSampleCompareDepthCubeArrayF32:
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, 3.0f, float(4)), 5.0f);)";
case ValidTextureOverload::kSampleCompareLevelDepth2dF32:
return R"(texture(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f);)";
return R"(yyytexture(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f);)";
case ValidTextureOverload::kSampleCompareLevelDepth2dOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f, ivec2(4, 5));)";
return R"(yyytextureOffset(tint_symbol_sampler, vec2(1.0f, 2.0f), 3.0f, ivec2(4, 5));)";
case ValidTextureOverload::kSampleCompareLevelDepth2dArrayF32:
return R"(texture(tint_symbol_sampler, vec3(1.0f, 2.0f, float(4)), 3.0f);)";
return R"(texture(tint_symbol_sampler, vec4(1.0f, 2.0f, float(4)), 3.0f);)";
case ValidTextureOverload::kSampleCompareLevelDepth2dArrayOffsetF32:
return R"(textureOffset(tint_symbol_sampler, vec3(1.0f, 2.0f, float(4)), 3.0f, ivec2(5, 6));)";
case ValidTextureOverload::kSampleCompareLevelDepthCubeF32:

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@ -330,13 +330,14 @@ TEST_P(GlslDepthTexturesTest, Emit) {
INSTANTIATE_TEST_SUITE_P(
GlslGeneratorImplTest_Type,
GlslDepthTexturesTest,
testing::Values(
GlslDepthTextureData{ast::TextureDimension::k2d, "sampler2D tex;"},
GlslDepthTextureData{ast::TextureDimension::k2dArray,
"sampler2DArray tex;"},
GlslDepthTextureData{ast::TextureDimension::kCube, "samplerCube tex;"},
GlslDepthTextureData{ast::TextureDimension::kCubeArray,
"samplerCubeArray tex;"}));
testing::Values(GlslDepthTextureData{ast::TextureDimension::k2d,
"sampler2DShadow tex;"},
GlslDepthTextureData{ast::TextureDimension::k2dArray,
"sampler2DArrayShadow tex;"},
GlslDepthTextureData{ast::TextureDimension::kCube,
"samplerCubeShadow tex;"},
GlslDepthTextureData{ast::TextureDimension::kCubeArray,
"samplerCubeArrayShadow tex;"}));
using GlslDepthMultisampledTexturesTest = TestHelper;
TEST_F(GlslDepthMultisampledTexturesTest, Emit) {

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@ -1,64 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) in vec3 shadowPos_1;
layout(location = 1) in vec3 fragPos_1;
layout(location = 2) in vec3 fragNorm_1;
layout(location = 0) out vec4 value;
const float shadowDepthTextureSize = 1024.0f;
struct Scene {
mat4 lightViewProjMatrix;
mat4 cameraViewProjMatrix;
vec3 lightPos;
};
layout(binding = 0) uniform Scene_1 {
mat4 lightViewProjMatrix;
mat4 cameraViewProjMatrix;
vec3 lightPos;
} scene;
struct FragmentInput {
vec3 shadowPos;
vec3 fragPos;
vec3 fragNorm;
};
const vec3 albedo = vec3(0.899999976f, 0.899999976f, 0.899999976f);
const float ambientFactor = 0.200000003f;
uniform highp sampler2D shadowMap_shadowSampler;
vec4 tint_symbol(FragmentInput tint_symbol_1) {
float visibility = 0.0f;
float oneOverShadowDepthTextureSize = (1.0f / shadowDepthTextureSize);
{
for(int y = -1; (y <= 1); y = (y + 1)) {
{
for(int x = -1; (x <= 1); x = (x + 1)) {
vec2 offset = vec2((float(x) * oneOverShadowDepthTextureSize), (float(y) * oneOverShadowDepthTextureSize));
visibility = (visibility + texture(shadowMap_shadowSampler, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f)));
}
}
}
}
visibility = (visibility / 9.0f);
float lambertFactor = max(dot(normalize((scene.lightPos - tint_symbol_1.fragPos)), tint_symbol_1.fragNorm), 0.0f);
float lightingFactor = min((ambientFactor + (visibility * lambertFactor)), 1.0f);
return vec4((lightingFactor * albedo), 1.0f);
}
void main() {
FragmentInput tint_symbol_2 = FragmentInput(shadowPos_1, fragPos_1, fragNorm_1);
vec4 inner_result = tint_symbol(tint_symbol_2);
value = inner_result;
return;
}
Error parsing GLSL shader:
ERROR: 0:39: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:39: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -107,8 +107,8 @@ struct ShadowProperties {
layout(binding = 7) buffer LightShadows_1 {
ShadowProperties properties[];
} shadow;
uniform highp sampler2D shadowTexture_1;
uniform highp sampler2D shadowTexture_shadowSampler;
uniform highp sampler2DShadow shadowTexture_1;
uniform highp sampler2DShadow shadowTexture_shadowSampler;
float dirLightVisibility(vec3 worldPos) {
int shadowIndex = lightShadowTable.light[0u];
@ -124,7 +124,7 @@ float dirLightVisibility(vec3 worldPos) {
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f))));
}
}
return (visibility / float(shadowSampleCount));
@ -169,7 +169,7 @@ float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) {
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f))));
}
}
return (visibility / float(shadowSampleCount));

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@ -10,22 +10,21 @@ struct S {
layout(binding = 0) buffer arr_block_1 {
S inner[];
} arr;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
uint tint_symbol_2 = 0u;
arr.inner.GetDimensions(tint_symbol_2);
uint tint_symbol_3 = (tint_symbol_2 / 4u);
uint len = tint_symbol_3;
return;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:14: '.' : cannot apply to an array: GetDimensions
ERROR: 0:14: '' : compilation terminated
ERROR: 0:13: '.' : cannot apply to an array: GetDimensions
ERROR: 0:13: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -1,3 +1,5 @@
SKIP: FAILED
#version 310 es
precision mediump float;
@ -5,7 +7,7 @@ const uint width = 128u;
layout(binding = 1) buffer Result_1 {
float values[];
} result;
uniform highp sampler2D tex_1;
uniform highp sampler2DShadow tex_1;
void tint_symbol(uvec3 GlobalInvocationId) {
result.values[((GlobalInvocationId.y * width) + GlobalInvocationId.x)] = texelFetch(tex_1, ivec2(int(GlobalInvocationId.x), int(GlobalInvocationId.y)), 0).x;
}
@ -15,3 +17,10 @@ void main() {
tint_symbol(gl_GlobalInvocationID);
return;
}
Error parsing GLSL shader:
ERROR: 0:10: 'texelFetch' : no matching overloaded function found
ERROR: 0:10: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -11,10 +11,10 @@ struct FragmentOutput {
vec4 color;
};
uniform highp sampler2D depthMap_texSampler;
uniform highp sampler2DShadow depthMap_texSampler;
FragmentOutput tint_symbol(FragmentInput fIn) {
float tint_symbol_1 = texture(depthMap_texSampler, fIn.vUv).x;
float tint_symbol_1 = texture(depthMap_texSampler, vec3(fIn.vUv, 0.0f));
vec3 color = vec3(tint_symbol_1, tint_symbol_1, tint_symbol_1);
FragmentOutput fOut = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
fOut.color = vec4(color, 1.0f);

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@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_12c9bb() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_12c9bb() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_12c9bb() {
ivec2 res = textureSize(arg_0_1, 0);
}

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@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_57e28f() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_57e28f() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_57e28f() {
ivec2 res = textureSize(arg_0_1, 0);
}

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@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_72e5d6() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_72e5d6() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_72e5d6() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}

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@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_7bf826() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_7bf826() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureDimensions_7bf826() {
ivec2 res = textureSize(arg_0_1, 0).xy;
}

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_90340b() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -30,7 +30,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_90340b() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -44,7 +44,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -53,7 +53,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_90340b() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -68,7 +68,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_9393b0() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_9393b0() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureDimensions_9393b0() {
ivec2 res = textureSize(arg_0_1, 0);
}

View File

@ -1,7 +1,7 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_939fdb() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_939fdb() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -37,7 +37,7 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureDimensions_939fdb() {
ivec2 res = textureSize(arg_0_1, 0);
}

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_a01845() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -21,7 +21,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -30,7 +30,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_a01845() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -44,7 +44,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -53,7 +53,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureDimensions_a01845() {
ivec2 res = textureSize(arg_0_1, 0);
}
@ -68,7 +68,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGather_10c554() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0.0);
}
vec4 vertex_main() {
@ -22,10 +22,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGather_10c554() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0.0);
}
void fragment_main() {
@ -39,10 +39,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGather_10c554() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0.0);
}
void compute_main() {

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_2e0ed5() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0);
}
vec4 vertex_main() {
@ -22,10 +22,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_2e0ed5() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0);
}
void fragment_main() {
@ -39,10 +39,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_2e0ed5() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f));
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0);
}
void compute_main() {

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
vec4 vertex_main() {
@ -22,7 +22,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -31,10 +31,10 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
void fragment_main() {
@ -46,7 +46,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -55,10 +55,10 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
void compute_main() {
@ -71,7 +71,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_53ece6() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0, ivec2(0, 0));
}
vec4 vertex_main() {
@ -22,10 +22,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_53ece6() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0, ivec2(0, 0));
}
void fragment_main() {
@ -39,10 +39,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_53ece6() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0, ivec2(0, 0));
}
void compute_main() {

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_9a6358() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0);
}
vec4 vertex_main() {
@ -22,10 +22,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_9a6358() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0);
}
void fragment_main() {
@ -39,10 +39,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGather_9a6358() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)));
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0.0);
}
void compute_main() {

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_c409ae() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0, ivec2(0, 0));
}
vec4 vertex_main() {
@ -22,10 +22,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_c409ae() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0, ivec2(0, 0));
}
void fragment_main() {
@ -39,10 +39,10 @@ void main() {
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGather_c409ae() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0.0, ivec2(0, 0));
}
void compute_main() {

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGatherCompare_182fd4() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
vec4 vertex_main() {
@ -32,10 +32,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGatherCompare_182fd4() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -57,10 +57,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureGatherCompare_182fd4() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
void compute_main() {

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGatherCompare_60d2d1() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -22,7 +22,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGatherCompare_60d2d1() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -46,7 +46,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGatherCompare_60d2d1() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -71,7 +71,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_6d9352() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
vec4 vertex_main() {
@ -32,10 +32,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_6d9352() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -57,10 +57,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_6d9352() {
vec4 res = textureGather(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
void compute_main() {

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_6f1267() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
vec4 vertex_main() {
@ -32,10 +32,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_6f1267() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -57,10 +57,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_6f1267() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
void compute_main() {

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_783e65() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
vec4 vertex_main() {
@ -32,10 +32,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_783e65() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
void fragment_main() {
@ -57,10 +57,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureGatherCompare_783e65() {
vec4 res = textureGather(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
void compute_main() {

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_a5f587() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
vec4 vertex_main() {
@ -32,10 +32,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_a5f587() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -57,10 +57,10 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureGatherCompare_a5f587() {
vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
vec4 res = textureGatherOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
void compute_main() {

View File

@ -1,7 +1,9 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureLoad_19cf87() {
float res = texelFetch(arg_0_1, ivec2(0, 0), 0).x;
}
@ -18,10 +20,17 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureLoad_19cf87() {
float res = texelFetch(arg_0_1, ivec2(0, 0), 0).x;
}
@ -34,10 +43,17 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureLoad_19cf87() {
float res = texelFetch(arg_0_1, ivec2(0, 0), 0).x;
}
@ -51,3 +67,10 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,7 +1,9 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureLoad_9b2667() {
float res = texelFetch(arg_0_1, ivec3(0, 0, 1), 0).x;
}
@ -18,10 +20,17 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureLoad_9b2667() {
float res = texelFetch(arg_0_1, ivec3(0, 0, 1), 0).x;
}
@ -34,10 +43,17 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureLoad_9b2667() {
float res = texelFetch(arg_0_1, ivec3(0, 0, 1), 0).x;
}
@ -51,3 +67,10 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:6: 'texelFetch' : no matching overloaded function found
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLayers_778bd1() {
int res = textureQueryLevels(arg_0_1);;
}
@ -21,7 +21,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -30,7 +30,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLayers_778bd1() {
int res = textureQueryLevels(arg_0_1);;
}
@ -44,7 +44,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -53,7 +53,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLayers_778bd1() {
int res = textureQueryLevels(arg_0_1);;
}
@ -68,7 +68,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLayers_e653c0() {
int res = textureQueryLevels(arg_0_1);;
}
@ -31,7 +31,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLayers_e653c0() {
int res = textureQueryLevels(arg_0_1);;
}
@ -55,7 +55,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLayers_e653c0() {
int res = textureQueryLevels(arg_0_1);;
}

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureNumLevels_076cb5() {
int res = textureQueryLevels(arg_0_1);;
}
@ -31,7 +31,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureNumLevels_076cb5() {
int res = textureQueryLevels(arg_0_1);;
}
@ -55,7 +55,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_1;
uniform highp samplerCubeShadow arg_0_1;
void textureNumLevels_076cb5() {
int res = textureQueryLevels(arg_0_1);;
}

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLevels_2c3575() {
int res = textureQueryLevels(arg_0_1);;
}
@ -21,7 +21,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -30,7 +30,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLevels_2c3575() {
int res = textureQueryLevels(arg_0_1);;
}
@ -44,7 +44,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -53,7 +53,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_1;
uniform highp samplerCubeArrayShadow arg_0_1;
void textureNumLevels_2c3575() {
int res = textureQueryLevels(arg_0_1);;
}
@ -68,7 +68,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureNumLevels_b1b12b() {
int res = textureQueryLevels(arg_0_1);;
}
@ -31,7 +31,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureNumLevels_b1b12b() {
int res = textureQueryLevels(arg_0_1);;
}
@ -55,7 +55,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
uniform highp sampler2DShadow arg_0_1;
void textureNumLevels_b1b12b() {
int res = textureQueryLevels(arg_0_1);;
}

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLevels_f5828d() {
int res = textureQueryLevels(arg_0_1);;
}
@ -31,7 +31,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLevels_f5828d() {
int res = textureQueryLevels(arg_0_1);;
}
@ -55,7 +55,7 @@ ERROR: 3 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_1;
uniform highp sampler2DArrayShadow arg_0_1;
void textureNumLevels_f5828d() {
int res = textureQueryLevels(arg_0_1);;
}

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSample_38bbb9() {
float res = texture(arg_0_arg_1, vec2(0.0f, 0.0f)).x;
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f));
}
void fragment_main() {

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSample_667d76() {
float res = textureOffset(arg_0_arg_1, vec2(0.0f, 0.0f), ivec2(0, 0)).x;
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec2(0, 0));
}
void fragment_main() {

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSample_7e9ffd() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, float(1))).x;
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 0.0f));
}
void fragment_main() {

View File

@ -1,10 +1,12 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSample_8522e7() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0)).x;
float res = textureOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 0.0f), ivec2(0, 0));
}
void fragment_main() {
@ -15,3 +17,10 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSample_c2f4e8() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1))).x;
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0f);
}
void fragment_main() {
@ -18,7 +18,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,10 +1,10 @@
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSample_ea7030() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f)).x;
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 0.0f));
}
void fragment_main() {

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompare_25fcd1() {
float res = textureOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -17,10 +15,3 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompare_3a5923() {
float res = texture(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -17,10 +15,3 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleCompare_63fb83() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -17,10 +15,3 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompare_98b85c() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -18,7 +18,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleCompare_a3ca7e() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -18,7 +18,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompare_dd431d() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
void fragment_main() {
@ -17,10 +15,3 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,10 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_011a8f() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
vec4 vertex_main() {
@ -22,7 +22,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -31,10 +31,10 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_011a8f() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -46,7 +46,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -55,10 +55,10 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_011a8f() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f), ivec2(0, 0));
}
void compute_main() {
@ -71,7 +71,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_1116ed() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
vec4 vertex_main() {
@ -21,20 +19,13 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'texture' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_1116ed() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
void fragment_main() {
@ -45,20 +36,13 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_1116ed() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f));
}
void compute_main() {
@ -70,10 +54,3 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleCompareLevel_1568e3() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
vec4 vertex_main() {
@ -21,20 +19,13 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'texture' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleCompareLevel_1568e3() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -45,20 +36,13 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleCompareLevel_1568e3() {
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f));
}
void compute_main() {
@ -70,10 +54,3 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_2ad2b1() {
float res = texture(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
vec4 vertex_main() {
@ -21,20 +19,13 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'texture' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_2ad2b1() {
float res = texture(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
void fragment_main() {
@ -45,20 +36,13 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_2ad2b1() {
float res = texture(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f);
float res = texture(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f));
}
void compute_main() {
@ -70,10 +54,3 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_4cf3a2() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -22,7 +22,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_4cf3a2() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -46,7 +46,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleCompareLevel_4cf3a2() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
@ -71,7 +71,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,12 +1,10 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_f8121c() {
float res = textureOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
vec4 vertex_main() {
@ -21,20 +19,13 @@ void main() {
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_f8121c() {
float res = textureOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
void fragment_main() {
@ -45,20 +36,13 @@ void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleCompareLevel_f8121c() {
float res = textureOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0));
}
void compute_main() {
@ -70,10 +54,3 @@ void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: 'textureOffset' : no matching overloaded function found
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_02be59() {
float res = textureLod(arg_0_arg_1, vec2(0.0f, 0.0f), 0).x;
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_02be59() {
float res = textureLod(arg_0_arg_1, vec2(0.0f, 0.0f), 0).x;
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_02be59() {
float res = textureLod(arg_0_arg_1, vec2(0.0f, 0.0f), 0).x;

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleLevel_1b0291() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0).x;
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleLevel_1b0291() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0).x;
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
uniform highp samplerCubeShadow arg_0_arg_1;
void textureSampleLevel_1b0291() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), 0).x;

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_1bf73e() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0).x;
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_1bf73e() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0).x;
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_1bf73e() {
float res = textureLod(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0).x;

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_47daa4() {
float res = textureLodOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0, ivec2(0, 0)).x;
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_47daa4() {
float res = textureLodOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0, ivec2(0, 0)).x;
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_arg_1;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSampleLevel_47daa4() {
float res = textureLodOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 0, ivec2(0, 0)).x;

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ae5e39() {
float res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0).x;
@ -22,7 +22,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ae5e39() {
float res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0).x;
@ -46,7 +46,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ae5e39() {
float res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0).x;
@ -71,7 +71,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_ba93b3() {
float res = textureLodOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0, ivec2(0, 0)).x;
@ -31,7 +31,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_ba93b3() {
float res = textureLodOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0, ivec2(0, 0)).x;
@ -55,7 +55,7 @@ ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleLevel_ba93b3() {
float res = textureLodOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), 0, ivec2(0, 0)).x;

View File

@ -3,10 +3,12 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
uniform highp sampler2DShadow x_20_1;
void main_1() {
float float_var = 0.0f;
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);
int i1 = 1;
ivec2 vi12 = ivec2(1, 2);
ivec3 vi123 = ivec3(1, 2, 3);
@ -15,12 +17,8 @@ void main_1() {
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);
float x_73 = texture(x_20_x_10, vf12, 0.200000003f);
uint x_1000 = 0u;
ivec2 offsets2d = ivec2(3, 4);
vec4 x_99 = vec4(texelFetch(x_20_1, vi12, 0).x, 0.0f, 0.0f, 0.0f);
return;
}
@ -33,8 +31,8 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:20: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:20: '' : compilation terminated
ERROR: 0:19: 'texelFetch' : no matching overloaded function found
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,12 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
uniform highp sampler2DShadow x_20_1;
void main_1() {
float float_var = 0.0f;
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);
int i1 = 1;
ivec2 vi12 = ivec2(1, 2);
ivec3 vi123 = ivec3(1, 2, 3);
@ -15,12 +17,8 @@ void main_1() {
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);
float x_73 = texture(x_20_x_10, (vf1234.xy / vf1234.z), 0.200000003f);
uint x_1000 = 0u;
ivec2 offsets2d = ivec2(3, 4);
vec4 x_99 = vec4(texelFetch(x_20_1, vi12, 0).x, 0.0f, 0.0f, 0.0f);
return;
}
@ -33,8 +31,8 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:20: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:20: '' : compilation terminated
ERROR: 0:19: 'texelFetch' : no matching overloaded function found
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,10 +3,12 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
uniform highp sampler2DShadow x_20_1;
void main_1() {
float float_var = 0.0f;
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);
int i1 = 1;
ivec2 vi12 = ivec2(1, 2);
ivec3 vi123 = ivec3(1, 2, 3);
@ -15,12 +17,8 @@ void main_1() {
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);
float x_73 = texture(x_20_x_10, (vf1234.xy / vf1234.z), 0.200000003f);
uint x_1000 = 0u;
ivec2 offsets2d = ivec2(3, 4);
vec4 x_99 = vec4(texelFetch(x_20_1, vi12, 3).x, 0.0f, 0.0f, 0.0f);
return;
}
@ -33,8 +31,8 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:20: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:20: '' : compilation terminated
ERROR: 0:19: 'texelFetch' : no matching overloaded function found
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_1;
uniform highp sampler2DShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_1;
uniform highp sampler2DArrayShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube x_20_1;
uniform highp samplerCubeShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray x_20_1;
uniform highp samplerCubeArrayShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
@ -35,7 +35,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_1;
uniform highp sampler2DArrayShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray x_20_1;
uniform highp samplerCubeArrayShadow x_20_1;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
@ -35,7 +35,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,43 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vf12, 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:23: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,44 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:24: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,43 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = textureOffset(x_20_x_10, vf12, 0.200000003f, ivec2(3, 4));
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:23: 'textureOffset' : no matching overloaded function found
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_x_10;
uniform highp sampler2DArrayShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;
@ -23,7 +23,7 @@ void main_1() {
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = textureOffset(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
float x_79 = textureOffset(x_20_x_10, vec4(vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f), ivec2(3, 4));
return;
}
@ -36,7 +36,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:24: 'textureOffset' : no matching overloaded function found
ERROR: 0:24: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,43 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCube x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vf123, 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:23: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArray x_20_x_10;
uniform highp samplerCubeArrayShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;
@ -36,7 +36,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,43 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vf12, 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:23: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,44 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:24: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,43 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = textureOffset(x_20_x_10, vf12, 0.200000003f, ivec2(3, 4));
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:23: 'textureOffset' : no matching overloaded function found
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_x_10;
uniform highp sampler2DArrayShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;
@ -23,7 +23,7 @@ void main_1() {
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = textureOffset(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
float x_79 = textureOffset(x_20_x_10, vec4(vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f), ivec2(3, 4));
return;
}
@ -36,7 +36,7 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:24: 'textureOffset' : no matching overloaded function found
ERROR: 0:24: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -3,7 +3,7 @@ SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
uniform highp sampler2DShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;

View File

@ -1,47 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
uniform highp sampler2D x_20_x_30;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
vec4 x_200 = vec4(texture(x_20_x_10, coords12).x, 0.0f, 0.0f, 0.0f);
float x_210 = texture(x_20_x_30, coords12, 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:27: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:27: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,44 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, (coords123.xy / coords123.z), f1);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:24: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,44 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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 coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = textureOffset(x_20_x_10, (coords123.xy / coords123.z), f1, ivec2(3, 4));
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:24: 'textureOffset' : no matching overloaded function found
ERROR: 0:24: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,41 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray x_20_x_10;
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);
float x_73 = texture(x_20_x_10, vec3(vf123.xy, float(int(round(vf123.z)))), 0.200000003f);
uint x_1000 = 0u;
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:20: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:20: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,27 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float x_131 = texture(x_20_x_10, vec2(0.0f, 0.0f), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,27 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float x_131 = texture(x_20_x_10, (vec3(0.0f, 0.0f, 0.0f).xy / vec3(0.0f, 0.0f, 0.0f).z), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -1,27 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2D x_20_x_10;
void main_1() {
float x_131 = texture(x_20_x_10, (vec3(0.0f, 0.0f, 0.0f).xy / vec3(0.0f, 0.0f, 0.0f).z), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.