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

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.

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@@ -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.