Run all of the backends in the test runner.
Essentially, this adds GLSL to the list of backends to run. Bug: tint:1358 Change-Id: I5075df32d935a3e08733daadbe5ac9dc1e13f03c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77220 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:
parent
2190481ad9
commit
d5560400a3
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@ -135,7 +135,8 @@ struct CombineSamplers::State {
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// Remove all texture and sampler global variables. These will be replaced
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// by combined samplers.
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for (auto* var : ctx.src->AST().GlobalVariables()) {
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if (sem.Get(var->type)->IsAnyOf<sem::Texture, sem::Sampler>()) {
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auto* type = sem.Get(var->type);
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if (type && type->IsAnyOf<sem::Texture, sem::Sampler>()) {
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ctx.Remove(ctx.src->AST().GlobalDeclarations(), var);
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} else if (auto binding_point = var->BindingPoint()) {
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if (binding_point.group->value == 0 &&
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@ -260,12 +260,13 @@ layout (binding = 0) uniform SimulationParams_1 {
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layout (binding = 1) buffer Particles_1 {
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Particle particles[];
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} data;
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uniform highp sampler2D tint_symbol_2;
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struct tint_symbol_10 {
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uvec3 GlobalInvocationID;
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};
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uniform highp sampler2D tint_symbol_2_1;
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void simulate_inner(uvec3 GlobalInvocationID) {
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rand_seed = ((sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw);
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uint idx = GlobalInvocationID.x;
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@ -277,8 +278,8 @@ void simulate_inner(uvec3 GlobalInvocationID) {
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if ((particle.lifetime < 0.0f)) {
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ivec2 coord = ivec2(0, 0);
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{
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for(int level = (textureQueryLevels(tint_symbol_2); - 1); (level > 0); level = (level - 1)) {
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vec4 probabilites = texelFetch(tint_symbol_2, coord, level);
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for(int level = (textureQueryLevels(tint_symbol_2_1); - 1); (level > 0); level = (level - 1)) {
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vec4 probabilites = texelFetch(tint_symbol_2_1, coord, level);
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vec4 value = vec4(rand());
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bvec4 mask = (greaterThanEqual(value, vec4(0.0f, probabilites.xyz)) & lessThan(value, probabilites));
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coord = (coord * 2);
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@ -286,9 +287,9 @@ void simulate_inner(uvec3 GlobalInvocationID) {
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coord.y = (coord.y + (any(mask.zw) ? 1 : 0));
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}
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}
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vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_2, 0)));
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vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_2_1, 0)));
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particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f);
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particle.color = texelFetch(tint_symbol_2, coord, 0);
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particle.color = texelFetch(tint_symbol_2_1, coord, 0);
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particle.velocity.x = ((rand() - 0.5f) * 0.100000001f);
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particle.velocity.y = ((rand() - 0.5f) * 0.100000001f);
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particle.velocity.z = (rand() * 0.300000012f);
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@ -388,15 +389,16 @@ layout (binding = 4) buffer Buffer_1 {
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layout (binding = 5) buffer Buffer_2 {
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float weights[];
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} buf_out;
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uniform highp sampler2D tex_in;
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struct tint_symbol_12 {
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uvec3 coord;
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};
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uniform highp sampler2D tex_in_1;
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void import_level_inner(uvec3 coord) {
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uint offset = (coord.x + (coord.y * ubo.width));
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buf_out.weights[offset] = texelFetch(tex_in, ivec2(coord.xy), 0).w;
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buf_out.weights[offset] = texelFetch(tex_in_1, ivec2(coord.xy), 0).w;
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}
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struct tint_symbol_14 {
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@ -477,7 +479,6 @@ layout (binding = 4) buffer Buffer_1 {
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layout (binding = 5) buffer Buffer_2 {
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float weights[];
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} buf_out;
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uniform highp writeonly image2D tex_out;
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struct tint_symbol_12 {
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uvec3 coord;
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@ -486,8 +487,10 @@ struct tint_symbol_14 {
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uvec3 coord;
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};
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uniform highp writeonly image2D tex_out_1;
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void export_level_inner(uvec3 coord) {
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if (all(lessThan(coord.xy, uvec2(imageSize(tex_out))))) {
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if (all(lessThan(coord.xy, uvec2(imageSize(tex_out_1))))) {
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uint dst_offset = (coord.x + (coord.y * ubo.width));
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uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
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float a_1 = buf_in.weights[(src_offset + 0u)];
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@ -497,7 +500,7 @@ void export_level_inner(uvec3 coord) {
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float sum = dot(vec4(a_1, b, c, d), vec4(1.0f));
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buf_out.weights[dst_offset] = (sum / 4.0f);
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vec4 probabilities = (vec4(a_1, (a_1 + b), ((a_1 + b) + c), sum) / max(sum, 0.0001f));
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imageStore(tex_out, ivec2(coord.xy), probabilities);
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imageStore(tex_out_1, ivec2(coord.xy), probabilities);
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}
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}
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@ -16,8 +16,6 @@ layout (binding = 0) uniform Scene_1 {
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mat4 cameraViewProjMatrix;
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vec3 lightPos;
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} scene;
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uniform highp sampler2D shadowMap;
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struct FragmentInput {
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vec3 shadowPos;
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@ -37,6 +35,9 @@ struct tint_symbol_4 {
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vec4 value;
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};
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uniform highp sampler2D shadowMap_shadowSampler;
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vec4 tint_symbol_inner(FragmentInput tint_symbol_1) {
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float visibility = 0.0f;
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float oneOverShadowDepthTextureSize = (1.0f / shadowDepthTextureSize);
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@ -45,7 +46,7 @@ vec4 tint_symbol_inner(FragmentInput tint_symbol_1) {
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{
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for(int x = -1; (x <= 1); x = (x + 1)) {
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vec2 offset = vec2((float(x) * oneOverShadowDepthTextureSize), (float(y) * oneOverShadowDepthTextureSize));
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visibility = (visibility + texture(shadowMap, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f)));
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visibility = (visibility + texture(shadowMap_shadowSampler, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f)));
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}
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}
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}
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@ -79,8 +80,8 @@ void main() {
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Error parsing GLSL shader:
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ERROR: 0:46: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float'
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ERROR: 0:46: '' : compilation terminated
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ERROR: 0:47: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float'
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ERROR: 0:47: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@ -85,10 +85,6 @@ uint getClusterIndex(vec4 fragCoord) {
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return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
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}
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uniform highp sampler2D shadowTexture;
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layout (binding = 6) buffer LightShadowTable_1 {
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int light[];
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} lightShadowTable;
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@ -103,6 +99,9 @@ struct ShadowProperties {
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layout (binding = 7) buffer LightShadows_1 {
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ShadowProperties properties[];
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} shadow;
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uniform highp sampler2D shadowTexture_1;
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uniform highp sampler2D shadowTexture_shadowSampler;
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float dirLightVisibility(vec3 worldPos) {
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int shadowIndex = lightShadowTable.light[0u];
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@ -113,12 +112,12 @@ float dirLightVisibility(vec3 worldPos) {
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vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
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vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
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vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture, 0)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize));
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float visibility = 0.0f;
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{
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for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
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visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
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}
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}
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return (visibility / float(shadowSampleCount));
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@ -158,12 +157,12 @@ float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) {
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vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
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vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
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vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture, 0)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw));
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float visibility = 0.0f;
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{
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for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
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visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
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}
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}
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return (visibility / float(shadowSampleCount));
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@ -196,16 +195,6 @@ layout (binding = 8) uniform Material_1 {
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vec2 metallicRoughnessFactor;
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float alphaCutoff;
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} material;
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uniform highp sampler2D baseColorTexture;
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uniform highp sampler2D normalTexture;
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uniform highp sampler2D metallicRoughnessTexture;
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uniform highp sampler2D occlusionTexture;
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uniform highp sampler2D emissiveTexture;
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struct SurfaceInfo {
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vec4 baseColor;
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@ -219,26 +208,33 @@ struct SurfaceInfo {
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vec3 v;
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};
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uniform highp sampler2D normalTexture_normalSampler;
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uniform highp sampler2D baseColorTexture_baseColorSampler;
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uniform highp sampler2D metallicRoughnessTexture_metallicRoughnessSampler;
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uniform highp sampler2D occlusionTexture_occlusionSampler;
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uniform highp sampler2D emissiveTexture_emissiveSampler;
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SurfaceInfo GetSurfaceInfo(VertexOutput tint_symbol) {
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SurfaceInfo surface = SurfaceInfo(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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surface.v = normalize(tint_symbol.view);
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mat3 tbn = mat3(tint_symbol.tangent, tint_symbol.bitangent, tint_symbol.normal);
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vec3 normalMap = texture(normalTexture, tint_symbol.texcoord).rgb;
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vec3 normalMap = texture(normalTexture_normalSampler, tint_symbol.texcoord).rgb;
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surface.normal = normalize((tbn * ((2.0f * normalMap) - vec3(1.0f))));
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vec4 baseColorMap = texture(baseColorTexture, tint_symbol.texcoord);
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vec4 baseColorMap = texture(baseColorTexture_baseColorSampler, tint_symbol.texcoord);
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surface.baseColor = ((tint_symbol.color * material.baseColorFactor) * baseColorMap);
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if ((surface.baseColor.a < material.alphaCutoff)) {
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discard;
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}
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surface.albedo = surface.baseColor.rgb;
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vec4 metallicRoughnessMap = texture(metallicRoughnessTexture, tint_symbol.texcoord);
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vec4 metallicRoughnessMap = texture(metallicRoughnessTexture_metallicRoughnessSampler, tint_symbol.texcoord);
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surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b);
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surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g);
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vec3 dielectricSpec = vec3(0.039999999f);
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surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic));
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vec4 occlusionMap = texture(occlusionTexture, tint_symbol.texcoord);
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vec4 occlusionMap = texture(occlusionTexture_occlusionSampler, tint_symbol.texcoord);
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surface.ao = (material.occlusionStrength * occlusionMap.r);
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vec4 emissiveMap = texture(emissiveTexture, tint_symbol.texcoord);
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vec4 emissiveMap = texture(emissiveTexture_emissiveSampler, tint_symbol.texcoord);
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surface.emissive = (material.emissiveFactor * emissiveMap.rgb);
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if ((tint_symbol.instanceColor.a == 0.0f)) {
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surface.albedo = (surface.albedo + tint_symbol.instanceColor.rgb);
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@ -316,8 +312,6 @@ vec3 lightRadiance(PuctualLight light, SurfaceInfo surface) {
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return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL);
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}
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uniform highp sampler2D ssaoTexture;
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struct FragmentOutput {
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vec4 color;
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vec4 emissive;
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@ -339,6 +333,9 @@ struct tint_symbol_5 {
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vec4 emissive;
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};
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uniform highp sampler2D ssaoTexture_1;
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uniform highp sampler2D ssaoTexture_defaultSampler;
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FragmentOutput fragmentMain_inner(VertexOutput tint_symbol) {
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SurfaceInfo surface = GetSurfaceInfo(tint_symbol);
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vec3 Lo = vec3(0.0f, 0.0f, 0.0f);
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@ -367,8 +364,8 @@ FragmentOutput fragmentMain_inner(VertexOutput tint_symbol) {
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Lo = (Lo + (lightRadiance(light, surface) * lightVis));
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}
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}
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vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture, 0).xy));
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float ssaoFactor = texture(ssaoTexture, ssaoCoord).r;
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vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture_1, 0).xy));
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float ssaoFactor = texture(ssaoTexture_defaultSampler, ssaoCoord).r;
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vec3 ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor);
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vec3 color = linearTosRGB(((Lo + ambient) + surface.emissive));
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FragmentOutput tint_symbol_2 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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@ -0,0 +1,26 @@
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bug/tint/1369.wgsl:3:3 warning: code is unreachable
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return true;
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^^^^^^
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bug/tint/1369.wgsl:9:9 warning: code is unreachable
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var also_unreachable : bool;
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^^^^^^^^^^^^^^^^
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#version 310 es
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precision mediump float;
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bool call_discard() {
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discard;
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return true;
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}
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void f() {
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bool v = call_discard();
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bool also_unreachable = false;
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return;
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}
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void main() {
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f();
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}
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@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown ident
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ignore(arg_0);
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^^^^^
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@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d;
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fn ignore_2a6ac2() {
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ignore(arg_0);
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}
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@stage(vertex)
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fn vertex_main() -> @builtin(position) vec4<f32> {
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ignore_2a6ac2();
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return vec4<f32>();
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}
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@stage(fragment)
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fn fragment_main() {
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ignore_2a6ac2();
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}
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@stage(compute) @workgroup_size(1)
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fn compute_main() {
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ignore_2a6ac2();
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}
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Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown identifier: 'arg_0'
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ignore(arg_0);
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^^^^^
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@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d;
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fn ignore_2a6ac2() {
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ignore(arg_0);
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}
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@stage(vertex)
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fn vertex_main() -> @builtin(position) vec4<f32> {
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ignore_2a6ac2();
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return vec4<f32>();
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}
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@stage(fragment)
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fn fragment_main() {
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ignore_2a6ac2();
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}
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@stage(compute) @workgroup_size(1)
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fn compute_main() {
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ignore_2a6ac2();
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}
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Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown identifier: 'arg_0'
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ignore(arg_0);
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^^^^^
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@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/5016e5.wgsl:29:10 error: unknown ident
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ignore(arg_0);
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^^^^^
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@group(1) @binding(0) var arg_0 : sampler;
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fn ignore_5016e5() {
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ignore(arg_0);
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}
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@stage(vertex)
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fn vertex_main() -> @builtin(position) vec4<f32> {
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ignore_5016e5();
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return vec4<f32>();
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}
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@stage(fragment)
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fn fragment_main() {
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ignore_5016e5();
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}
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||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_5016e5();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/5016e5.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : sampler;
|
||||
|
||||
fn ignore_5016e5() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_5016e5();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_5016e5();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_5016e5();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/5016e5.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/509355.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_cube;
|
||||
|
||||
fn ignore_509355() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_509355();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_509355();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_509355();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/509355.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_cube;
|
||||
|
||||
fn ignore_509355() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_509355();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_509355();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_509355();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/509355.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/5c9edf.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_external;
|
||||
|
||||
fn ignore_5c9edf() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_5c9edf();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_5c9edf();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_5c9edf();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/5c9edf.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_external;
|
||||
|
||||
fn ignore_5c9edf() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_5c9edf();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_5c9edf();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_5c9edf();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/5c9edf.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/ad88be.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_cube_array;
|
||||
|
||||
fn ignore_ad88be() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_ad88be();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_ad88be();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_ad88be();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/ad88be.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_cube_array;
|
||||
|
||||
fn ignore_ad88be() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_ad88be();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_ad88be();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_ad88be();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/ad88be.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/b469af.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : sampler_comparison;
|
||||
|
||||
fn ignore_b469af() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_b469af();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_b469af();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_b469af();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/b469af.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : sampler_comparison;
|
||||
|
||||
fn ignore_b469af() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_b469af();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_b469af();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_b469af();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/b469af.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/c8a0ee.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_2d_array;
|
||||
|
||||
fn ignore_c8a0ee() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_c8a0ee();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_c8a0ee();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_c8a0ee();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/c8a0ee.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_2d_array;
|
||||
|
||||
fn ignore_c8a0ee() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_c8a0ee();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_c8a0ee();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_c8a0ee();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/c8a0ee.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/e0187b.wgsl:29:10 error: unknown ident
|
|||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_2d;
|
||||
|
||||
fn ignore_e0187b() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_e0187b();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_e0187b();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_e0187b();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/e0187b.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
||||
@group(1) @binding(0) var arg_0 : texture_depth_2d;
|
||||
|
||||
fn ignore_e0187b() {
|
||||
ignore(arg_0);
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
fn vertex_main() -> @builtin(position) vec4<f32> {
|
||||
ignore_e0187b();
|
||||
return vec4<f32>();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn fragment_main() {
|
||||
ignore_e0187b();
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn compute_main() {
|
||||
ignore_e0187b();
|
||||
}
|
||||
|
||||
Failed to generate: intrinsics/gen/ignore/e0187b.wgsl:29:10 error: unknown identifier: 'arg_0'
|
||||
ignore(arg_0);
|
||||
^^^^^
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texelFetch(x_20, int(u1), 0);
|
||||
vec4 x_73 = texelFetch(x_20_1, int(u1), 0);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_71 = texelFetch(x_20, int(u1), 0);
|
||||
vec4 x_71 = texelFetch(x_20_1, int(u1), 0);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp writeonly image1D x_20;
|
||||
uniform highp writeonly image1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
vec2 vf12 = vec2(1.0f, 2.0f);
|
||||
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
|
||||
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
imageStore(x_20, int(u1), vf1234);
|
||||
imageStore(x_20_1, int(u1), vf1234);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, f1);
|
||||
vec4 x_73 = texture(x_20_x_10, f1);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, vf12.x);
|
||||
vec4 x_73 = texture(x_20_x_10, vf12.x);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, vf123.x);
|
||||
vec4 x_73 = texture(x_20_x_10, vf123.x);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, vf1234.x);
|
||||
vec4 x_73 = texture(x_20_x_10, vf1234.x);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20_x_10;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, vec4(vf1234.xyz, float(int(round(vf1234.w)))));
|
||||
vec4 x_73 = texture(x_20_x_10, vec4(vf1234.xyz, float(int(round(vf1234.w)))));
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'samplerCubeArray' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
uniform highp sampler2D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
uniform highp sampler2DArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler3D x_20;
|
||||
uniform highp sampler3D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCube x_20;
|
||||
uniform highp samplerCube x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
uniform highp samplerCubeArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
uniform highp sampler2D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
uniform highp sampler2DArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCube x_20;
|
||||
uniform highp samplerCube x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
uniform highp samplerCubeArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureQueryLevels(x_20);;
|
||||
int x_99 = textureQueryLevels(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
uniform highp sampler2D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
uint x_99 = uint(textureQueryLevels(x_20););
|
||||
uint x_99 = uint(textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DMS x_20;
|
||||
uniform highp sampler2DMS x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
int x_99 = textureSamples(x_20);;
|
||||
int x_99 = textureSamples(x_20_1);;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DMS x_20;
|
||||
uniform highp sampler2DMS x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
uint x_99 = uint(textureSamples(x_20););
|
||||
uint x_99 = uint(textureSamples(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
uniform highp sampler2DArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
ivec3 x_99 = ivec3(textureSize(x_20, i1).xy, textureQueryLevels(x_20););
|
||||
ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
uniform highp samplerCubeArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
ivec3 x_99 = ivec3(textureSize(x_20, i1).xy, textureQueryLevels(x_20););
|
||||
ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
uniform highp sampler2DArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
ivec3 x_99 = ivec3(textureSize(x_20, i1).xy, textureQueryLevels(x_20););
|
||||
ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
uniform highp samplerCubeArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
ivec3 x_99 = ivec3(textureSize(x_20, i1).xy, textureQueryLevels(x_20););
|
||||
ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
uniform highp sampler2DArray x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,8 +23,8 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
ivec3 x_99 = ivec3(textureSize(x_20, 0).xy, textureQueryLevels(x_20););
|
||||
vec4 x_98 = texelFetch(x_20, ivec3(vi123.xy, vi123.z), 0);
|
||||
ivec3 x_99 = ivec3(textureSize(x_20_1, 0).xy, textureQueryLevels(x_20_1););
|
||||
vec4 x_98 = texelFetch(x_20_1, ivec3(vi123.xy, vi123.z), 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
float coords1 = 1.0f;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vf12, 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vf12, 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20_x_10;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
float coords1 = 1.0f;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = textureOffset(x_20, vf12, 0.200000003f, ivec2(3, 4));
|
||||
float x_79 = textureOffset(x_20_x_10, vf12, 0.200000003f, ivec2(3, 4));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20_x_10;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = textureOffset(x_20, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
|
||||
float x_79 = textureOffset(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCube x_20_x_10;
|
||||
|
||||
uniform highp samplerCube x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
float coords1 = 1.0f;
|
||||
vec2 coords12 = vf12;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vf123, 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vf123, 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp samplerCubeArray x_20_x_10;
|
||||
|
||||
uniform highp samplerCubeArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vec4(coords1234.xyz, float(int(round(coords1234.w)))), 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vec4(coords1234.xyz, float(int(round(coords1234.w)))), 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -38,8 +38,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'samplerCubeArray' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
float coords1 = 1.0f;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vf12, 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vf12, 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20_x_10;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
|
||||
float x_79 = texture(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -23,7 +23,7 @@ void main_1() {
|
|||
float coords1 = 1.0f;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = textureOffset(x_20, vf12, 0.200000003f, ivec2(3, 4));
|
||||
float x_79 = textureOffset(x_20_x_10, vf12, 0.200000003f, ivec2(3, 4));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20_x_10;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = textureOffset(x_20, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
|
||||
float x_79 = textureOffset(x_20_x_10, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f, ivec2(3, 4));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
vec4 x_79 = vec4(textureLod(x_20, vf12, int(f1)).x, 0.0f, 0.0f, 0.0f);
|
||||
vec4 x_79 = vec4(textureLod(x_20_x_10, vf12, int(f1)).x, 0.0f, 0.0f, 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,9 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
uniform highp sampler2D x_20_x_30;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
|
||||
void main_1() {
|
||||
|
@ -25,8 +26,8 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
vec4 x_200 = vec4(texture(x_20, coords12).x, 0.0f, 0.0f, 0.0f);
|
||||
float x_210 = texture(x_20, coords12, 0.200000003f);
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -40,8 +41,8 @@ void main() {
|
|||
|
||||
|
||||
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: 0:28: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
|
||||
ERROR: 0:28: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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, (vf1234.xy / vf1234.z), 0.200000003f);
|
||||
float x_73 = texture(x_20_x_10, (vf1234.xy / vf1234.z), 0.200000003f);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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, (vf1234.xy / vf1234.z), 0.200000003f);
|
||||
float x_73 = texture(x_20_x_10, (vf1234.xy / vf1234.z), 0.200000003f);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = texture(x_20, (coords123.xy / coords123.z), f1);
|
||||
float x_79 = texture(x_20_x_10, (coords123.xy / coords123.z), f1);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
float x_79 = textureOffset(x_20, (coords123.xy / coords123.z), f1, ivec2(3, 4));
|
||||
float x_79 = textureOffset(x_20_x_10, (coords123.xy / coords123.z), f1, ivec2(3, 4));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float f1 = 1.0f;
|
||||
|
@ -24,7 +24,7 @@ void main_1() {
|
|||
vec2 coords12 = vf12;
|
||||
vec3 coords123 = vf123;
|
||||
vec4 coords1234 = vf1234;
|
||||
vec4 x_79 = texture(x_20, (coords12.x / coords12.y));
|
||||
vec4 x_79 = texture(x_20_x_10, (coords12.x / coords12.y));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -38,8 +38,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DMS x_20;
|
||||
uniform highp sampler2DMS x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
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);
|
||||
uint x_71 = uint(textureSamples(x_20););
|
||||
uint x_71 = uint(textureSamples(x_20_1););
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DArray x_20_x_10;
|
||||
|
||||
uniform highp sampler2DArray x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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, vec3(vf123.xy, float(int(round(vf123.z)))), 0.200000003f);
|
||||
float x_73 = texture(x_20_x_10, vec3(vf123.xy, float(int(round(vf123.z)))), 0.200000003f);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20_x_10;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texture(x_20, f1);
|
||||
vec4 x_73 = texture(x_20_x_10, f1);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
@ -35,8 +35,8 @@ void main() {
|
|||
|
||||
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:5: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:5: '' : compilation terminated
|
||||
ERROR: 0:4: 'sampler1D' : Reserved word.
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,8 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -20,7 +20,7 @@ void main_1() {
|
|||
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, vf12, 0.200000003f);
|
||||
float x_73 = texture(x_20_x_10, vf12, 0.200000003f);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_73 = texelFetch(x_20, i1, 0);
|
||||
vec4 x_73 = texelFetch(x_20_1, i1, 0);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
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);
|
||||
vec4 x_71 = texelFetch(x_20, i1, 0);
|
||||
vec4 x_71 = texelFetch(x_20_1, i1, 0);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp writeonly image1D x_20;
|
||||
uniform highp writeonly image1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
float float_var = 0.0f;
|
||||
|
@ -19,7 +19,7 @@ void main_1() {
|
|||
vec2 vf12 = vec2(1.0f, 2.0f);
|
||||
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
|
||||
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
imageStore(x_20, i1, vf1234);
|
||||
imageStore(x_20_1, i1, vf1234);
|
||||
uint x_1000 = 0u;
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -3,10 +3,10 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
vec4 x_125 = texelFetch(x_20, int(1u), 0);
|
||||
vec4 x_125 = texelFetch(x_20_1, int(1u), 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,10 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp writeonly image1D x_20;
|
||||
uniform highp writeonly image1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
imageStore(x_20, int(1u), vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
imageStore(x_20_1, int(1u), vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,10 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler1D x_20;
|
||||
uniform highp sampler1D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
vec4 x_125 = texelFetch(x_20, int(0u), 0);
|
||||
vec4 x_125 = texelFetch(x_20_1, int(0u), 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,10 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
uniform highp sampler2D x_20_1;
|
||||
|
||||
void main_1() {
|
||||
uint x_125 = uint(textureQueryLevels(x_20););
|
||||
uint x_125 = uint(textureQueryLevels(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,10 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2DMS x_20;
|
||||
uniform highp sampler2DMS x_20_1;
|
||||
|
||||
void main_1() {
|
||||
uint x_125 = uint(textureSamples(x_20););
|
||||
uint x_125 = uint(textureSamples(x_20_1););
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,11 +3,11 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float x_131 = texture(x_20, vec2(0.0f, 0.0f), 0.200000003f);
|
||||
float x_131 = texture(x_20_x_10, vec2(0.0f, 0.0f), 0.200000003f);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,11 +3,11 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float x_131 = texture(x_20, (vec3(0.0f, 0.0f, 0.0f).xy / vec3(0.0f, 0.0f, 0.0f).z), 0.200000003f);
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,11 +3,11 @@ SKIP: FAILED
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
uniform highp sampler2D x_20_x_10;
|
||||
|
||||
uniform highp sampler2D x_20;
|
||||
|
||||
void main_1() {
|
||||
float x_131 = texture(x_20, (vec3(0.0f, 0.0f, 0.0f).xy / vec3(0.0f, 0.0f, 0.0f).z), 0.200000003f);
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,20 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,30 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (true) {
|
||||
var_1 = 3u;
|
||||
continue;
|
||||
}
|
||||
var_1 = 4u;
|
||||
|
||||
continuing {
|
||||
var_1 = 5u;
|
||||
}
|
||||
}
|
||||
var_1 = 6u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,26 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (true) {
|
||||
var_1 = 3u;
|
||||
continue;
|
||||
}
|
||||
var_1 = 4u;
|
||||
}
|
||||
var_1 = 6u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,25 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,24 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,40 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 40u;
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
fallthrough;
|
||||
}
|
||||
case 50u: {
|
||||
var_1 = 50u;
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 3u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,41 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 40u;
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
fallthrough;
|
||||
}
|
||||
case 50u: {
|
||||
var_1 = 50u;
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 3u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,29 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
var_1 = 3u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,30 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
var_1 = 3u;
|
||||
|
||||
continuing {
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,32 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (true) {
|
||||
var_1 = 3u;
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
var_1 = 4u;
|
||||
|
||||
continuing {
|
||||
var_1 = 5u;
|
||||
}
|
||||
}
|
||||
var_1 = 6u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,33 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
if (true) {
|
||||
var_1 = 3u;
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
var_1 = 4u;
|
||||
|
||||
continuing {
|
||||
var_1 = 5u;
|
||||
}
|
||||
}
|
||||
var_1 = 6u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,34 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 1u;
|
||||
loop {
|
||||
var_1 = 2u;
|
||||
var_1 = 3u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 4u;
|
||||
continue;
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
|
||||
continuing {
|
||||
var_1 = 6u;
|
||||
}
|
||||
}
|
||||
var_1 = 7u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,37 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 1u;
|
||||
loop {
|
||||
var_1 = 2u;
|
||||
var_1 = 3u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 40u;
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 6u;
|
||||
|
||||
continuing {
|
||||
var_1 = 7u;
|
||||
}
|
||||
}
|
||||
var_1 = 8u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,36 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 1u;
|
||||
loop {
|
||||
var_1 = 2u;
|
||||
var_1 = 3u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 40u;
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 6u;
|
||||
|
||||
continuing {
|
||||
var_1 = 7u;
|
||||
}
|
||||
}
|
||||
var_1 = 8u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,21 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
|
||||
continuing {
|
||||
var_1 = 1u;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,18 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,26 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
var_1 = 1u;
|
||||
continue;
|
||||
}
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 3u;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,34 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 1u;
|
||||
loop {
|
||||
var_1 = 2u;
|
||||
var_1 = 3u;
|
||||
switch(42u) {
|
||||
case 40u: {
|
||||
var_1 = 4u;
|
||||
continue;
|
||||
}
|
||||
default: {
|
||||
}
|
||||
}
|
||||
var_1 = 5u;
|
||||
|
||||
continuing {
|
||||
var_1 = 6u;
|
||||
}
|
||||
}
|
||||
var_1 = 7u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,22 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
|
||||
continuing {
|
||||
var_1 = 2u;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,21 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,30 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 10u;
|
||||
loop {
|
||||
var_1 = 20u;
|
||||
if (false) {
|
||||
var_1 = 30u;
|
||||
continue;
|
||||
} else {
|
||||
var_1 = 40u;
|
||||
}
|
||||
|
||||
continuing {
|
||||
var_1 = 90u;
|
||||
}
|
||||
}
|
||||
var_1 = 99u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,26 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
var_1 = 1u;
|
||||
continue;
|
||||
}
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 3u;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,20 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
}
|
||||
var_1 = 999u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,20 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
}
|
||||
var_1 = 999u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,29 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 3u;
|
||||
if (true) {
|
||||
var_1 = 4u;
|
||||
}
|
||||
var_1 = 5u;
|
||||
}
|
||||
}
|
||||
var_1 = 999u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,26 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 3u;
|
||||
var_1 = 4u;
|
||||
}
|
||||
}
|
||||
var_1 = 999u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,25 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
var_1 = 0u;
|
||||
loop {
|
||||
var_1 = 1u;
|
||||
var_1 = 2u;
|
||||
|
||||
continuing {
|
||||
var_1 = 3u;
|
||||
}
|
||||
}
|
||||
var_1 = 999u;
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,20 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,21 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
|
@ -0,0 +1,20 @@
|
|||
SKIP: FAILED
|
||||
|
||||
|
||||
var<private> var_1 : u32;
|
||||
|
||||
fn main_1() {
|
||||
loop {
|
||||
if (false) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
error: loop does not exit
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue