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:
Stephen White
2022-01-25 00:35:20 +00:00
committed by Tint LUCI CQ
parent 2190481ad9
commit d5560400a3
158 changed files with 1873 additions and 237 deletions

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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.

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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.

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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.

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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.

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

View File

@@ -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

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@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -0,0 +1,17 @@
SKIP: FAILED
var<private> var_1 : u32;
fn main_1() {
loop {
}
return;
}
@stage(fragment)
fn main() {
main_1();
}
error: loop does not exit

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@@ -0,0 +1,29 @@
SKIP: FAILED
struct S {
field0 : u32;
field1 : f32;
field2 : array<u32, 2u>;
}
fn main_1() {
var x_25 : u32;
let x_2 : u32 = (1u + 1u);
x_25 = 1u;
loop {
continuing {
x_25 = x_2;
}
}
x_25 = 2u;
return;
}
@stage(fragment)
fn main() {
main_1();
}
error: loop does not exit

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@@ -0,0 +1,46 @@
SKIP: FAILED
struct S {
field0 : u32;
field1 : f32;
field2 : array<u32, 2u>;
}
var<private> x_1 : u32;
var<private> x_17 : bool;
fn main_1() {
let x_101 : bool = x_17;
loop {
var x_2_phi : u32;
var x_5_phi : u32;
x_2_phi = 0u;
x_5_phi = 1u;
loop {
var x_7 : u32;
let x_2 : u32 = x_2_phi;
let x_5 : u32 = x_5_phi;
let x_4 : u32 = (x_2 + 1u);
let x_6 : u32 = (x_4 + 1u);
if (x_101) {
break;
}
continuing {
x_7 = (x_4 + x_6);
x_2_phi = x_4;
x_5_phi = x_7;
}
}
}
return;
}
@stage(fragment)
fn main() {
main_1();
}
error: loop does not exit

View File

@@ -1,34 +0,0 @@
SKIP: FAILED
#version 310 es
precision mediump float;
struct S {
vec2 field0;
uint field1;
int field2;
};
void main_1() {
uvec2 x_1 = uvec2(3u, 4u);
uint x_10 = x_1[3u];
return;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
main_1();
return;
}
void main() {
tint_symbol();
}
Error parsing GLSL shader:
ERROR: 0:12: '[' : vector index out of range '3'
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.