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

@ -135,7 +135,8 @@ struct CombineSamplers::State {
// Remove all texture and sampler global variables. These will be replaced
// by combined samplers.
for (auto* var : ctx.src->AST().GlobalVariables()) {
if (sem.Get(var->type)->IsAnyOf<sem::Texture, sem::Sampler>()) {
auto* type = sem.Get(var->type);
if (type && type->IsAnyOf<sem::Texture, sem::Sampler>()) {
ctx.Remove(ctx.src->AST().GlobalDeclarations(), var);
} else if (auto binding_point = var->BindingPoint()) {
if (binding_point.group->value == 0 &&

View File

@ -260,12 +260,13 @@ layout (binding = 0) uniform SimulationParams_1 {
layout (binding = 1) buffer Particles_1 {
Particle particles[];
} data;
uniform highp sampler2D tint_symbol_2;
struct tint_symbol_10 {
uvec3 GlobalInvocationID;
};
uniform highp sampler2D tint_symbol_2_1;
void simulate_inner(uvec3 GlobalInvocationID) {
rand_seed = ((sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw);
uint idx = GlobalInvocationID.x;
@ -277,8 +278,8 @@ void simulate_inner(uvec3 GlobalInvocationID) {
if ((particle.lifetime < 0.0f)) {
ivec2 coord = ivec2(0, 0);
{
for(int level = (textureQueryLevels(tint_symbol_2); - 1); (level > 0); level = (level - 1)) {
vec4 probabilites = texelFetch(tint_symbol_2, coord, level);
for(int level = (textureQueryLevels(tint_symbol_2_1); - 1); (level > 0); level = (level - 1)) {
vec4 probabilites = texelFetch(tint_symbol_2_1, coord, level);
vec4 value = vec4(rand());
bvec4 mask = (greaterThanEqual(value, vec4(0.0f, probabilites.xyz)) & lessThan(value, probabilites));
coord = (coord * 2);
@ -286,9 +287,9 @@ void simulate_inner(uvec3 GlobalInvocationID) {
coord.y = (coord.y + (any(mask.zw) ? 1 : 0));
}
}
vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_2, 0)));
vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_2_1, 0)));
particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f);
particle.color = texelFetch(tint_symbol_2, coord, 0);
particle.color = texelFetch(tint_symbol_2_1, coord, 0);
particle.velocity.x = ((rand() - 0.5f) * 0.100000001f);
particle.velocity.y = ((rand() - 0.5f) * 0.100000001f);
particle.velocity.z = (rand() * 0.300000012f);
@ -388,15 +389,16 @@ layout (binding = 4) buffer Buffer_1 {
layout (binding = 5) buffer Buffer_2 {
float weights[];
} buf_out;
uniform highp sampler2D tex_in;
struct tint_symbol_12 {
uvec3 coord;
};
uniform highp sampler2D tex_in_1;
void import_level_inner(uvec3 coord) {
uint offset = (coord.x + (coord.y * ubo.width));
buf_out.weights[offset] = texelFetch(tex_in, ivec2(coord.xy), 0).w;
buf_out.weights[offset] = texelFetch(tex_in_1, ivec2(coord.xy), 0).w;
}
struct tint_symbol_14 {
@ -477,7 +479,6 @@ layout (binding = 4) buffer Buffer_1 {
layout (binding = 5) buffer Buffer_2 {
float weights[];
} buf_out;
uniform highp writeonly image2D tex_out;
struct tint_symbol_12 {
uvec3 coord;
@ -486,8 +487,10 @@ struct tint_symbol_14 {
uvec3 coord;
};
uniform highp writeonly image2D tex_out_1;
void export_level_inner(uvec3 coord) {
if (all(lessThan(coord.xy, uvec2(imageSize(tex_out))))) {
if (all(lessThan(coord.xy, uvec2(imageSize(tex_out_1))))) {
uint dst_offset = (coord.x + (coord.y * ubo.width));
uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
float a_1 = buf_in.weights[(src_offset + 0u)];
@ -497,7 +500,7 @@ void export_level_inner(uvec3 coord) {
float sum = dot(vec4(a_1, b, c, d), vec4(1.0f));
buf_out.weights[dst_offset] = (sum / 4.0f);
vec4 probabilities = (vec4(a_1, (a_1 + b), ((a_1 + b) + c), sum) / max(sum, 0.0001f));
imageStore(tex_out, ivec2(coord.xy), probabilities);
imageStore(tex_out_1, ivec2(coord.xy), probabilities);
}
}

View File

@ -16,8 +16,6 @@ layout (binding = 0) uniform Scene_1 {
mat4 cameraViewProjMatrix;
vec3 lightPos;
} scene;
uniform highp sampler2D shadowMap;
struct FragmentInput {
vec3 shadowPos;
@ -37,6 +35,9 @@ struct tint_symbol_4 {
vec4 value;
};
uniform highp sampler2D shadowMap_shadowSampler;
vec4 tint_symbol_inner(FragmentInput tint_symbol_1) {
float visibility = 0.0f;
float oneOverShadowDepthTextureSize = (1.0f / shadowDepthTextureSize);
@ -45,7 +46,7 @@ vec4 tint_symbol_inner(FragmentInput tint_symbol_1) {
{
for(int x = -1; (x <= 1); x = (x + 1)) {
vec2 offset = vec2((float(x) * oneOverShadowDepthTextureSize), (float(y) * oneOverShadowDepthTextureSize));
visibility = (visibility + texture(shadowMap, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f)));
visibility = (visibility + texture(shadowMap_shadowSampler, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f)));
}
}
}
@ -79,8 +80,8 @@ void main() {
Error parsing GLSL shader:
ERROR: 0:46: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:46: '' : compilation terminated
ERROR: 0:47: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float'
ERROR: 0:47: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@ -85,10 +85,6 @@ uint getClusterIndex(vec4 fragCoord) {
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
}
uniform highp sampler2D shadowTexture;
layout (binding = 6) buffer LightShadowTable_1 {
int light[];
} lightShadowTable;
@ -103,6 +99,9 @@ struct ShadowProperties {
layout (binding = 7) buffer LightShadows_1 {
ShadowProperties properties[];
} shadow;
uniform highp sampler2D shadowTexture_1;
uniform highp sampler2D shadowTexture_shadowSampler;
float dirLightVisibility(vec3 worldPos) {
int shadowIndex = lightShadowTable.light[0u];
@ -113,12 +112,12 @@ float dirLightVisibility(vec3 worldPos) {
vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture, 0)));
vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
vec4 clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize));
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
visibility = (visibility + texture(shadowTexture, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f)));
}
}
return (visibility / float(shadowSampleCount));
@ -158,12 +157,12 @@ float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) {
vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture, 0)));
vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
vec4 clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw));
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
visibility = (visibility + texture(shadowTexture, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
visibility = (visibility + texture(shadowTexture_shadowSampler, clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f)));
}
}
return (visibility / float(shadowSampleCount));
@ -196,16 +195,6 @@ layout (binding = 8) uniform Material_1 {
vec2 metallicRoughnessFactor;
float alphaCutoff;
} material;
uniform highp sampler2D baseColorTexture;
uniform highp sampler2D normalTexture;
uniform highp sampler2D metallicRoughnessTexture;
uniform highp sampler2D occlusionTexture;
uniform highp sampler2D emissiveTexture;
struct SurfaceInfo {
vec4 baseColor;
@ -219,26 +208,33 @@ struct SurfaceInfo {
vec3 v;
};
uniform highp sampler2D normalTexture_normalSampler;
uniform highp sampler2D baseColorTexture_baseColorSampler;
uniform highp sampler2D metallicRoughnessTexture_metallicRoughnessSampler;
uniform highp sampler2D occlusionTexture_occlusionSampler;
uniform highp sampler2D emissiveTexture_emissiveSampler;
SurfaceInfo GetSurfaceInfo(VertexOutput tint_symbol) {
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));
surface.v = normalize(tint_symbol.view);
mat3 tbn = mat3(tint_symbol.tangent, tint_symbol.bitangent, tint_symbol.normal);
vec3 normalMap = texture(normalTexture, tint_symbol.texcoord).rgb;
vec3 normalMap = texture(normalTexture_normalSampler, tint_symbol.texcoord).rgb;
surface.normal = normalize((tbn * ((2.0f * normalMap) - vec3(1.0f))));
vec4 baseColorMap = texture(baseColorTexture, tint_symbol.texcoord);
vec4 baseColorMap = texture(baseColorTexture_baseColorSampler, tint_symbol.texcoord);
surface.baseColor = ((tint_symbol.color * material.baseColorFactor) * baseColorMap);
if ((surface.baseColor.a < material.alphaCutoff)) {
discard;
}
surface.albedo = surface.baseColor.rgb;
vec4 metallicRoughnessMap = texture(metallicRoughnessTexture, tint_symbol.texcoord);
vec4 metallicRoughnessMap = texture(metallicRoughnessTexture_metallicRoughnessSampler, tint_symbol.texcoord);
surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b);
surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g);
vec3 dielectricSpec = vec3(0.039999999f);
surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic));
vec4 occlusionMap = texture(occlusionTexture, tint_symbol.texcoord);
vec4 occlusionMap = texture(occlusionTexture_occlusionSampler, tint_symbol.texcoord);
surface.ao = (material.occlusionStrength * occlusionMap.r);
vec4 emissiveMap = texture(emissiveTexture, tint_symbol.texcoord);
vec4 emissiveMap = texture(emissiveTexture_emissiveSampler, tint_symbol.texcoord);
surface.emissive = (material.emissiveFactor * emissiveMap.rgb);
if ((tint_symbol.instanceColor.a == 0.0f)) {
surface.albedo = (surface.albedo + tint_symbol.instanceColor.rgb);
@ -316,8 +312,6 @@ vec3 lightRadiance(PuctualLight light, SurfaceInfo surface) {
return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL);
}
uniform highp sampler2D ssaoTexture;
struct FragmentOutput {
vec4 color;
vec4 emissive;
@ -339,6 +333,9 @@ struct tint_symbol_5 {
vec4 emissive;
};
uniform highp sampler2D ssaoTexture_1;
uniform highp sampler2D ssaoTexture_defaultSampler;
FragmentOutput fragmentMain_inner(VertexOutput tint_symbol) {
SurfaceInfo surface = GetSurfaceInfo(tint_symbol);
vec3 Lo = vec3(0.0f, 0.0f, 0.0f);
@ -367,8 +364,8 @@ FragmentOutput fragmentMain_inner(VertexOutput tint_symbol) {
Lo = (Lo + (lightRadiance(light, surface) * lightVis));
}
}
vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture, 0).xy));
float ssaoFactor = texture(ssaoTexture, ssaoCoord).r;
vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture_1, 0).xy));
float ssaoFactor = texture(ssaoTexture_defaultSampler, ssaoCoord).r;
vec3 ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor);
vec3 color = linearTosRGB(((Lo + ambient) + surface.emissive));
FragmentOutput tint_symbol_2 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));

View File

@ -0,0 +1,26 @@
bug/tint/1369.wgsl:3:3 warning: code is unreachable
return true;
^^^^^^
bug/tint/1369.wgsl:9:9 warning: code is unreachable
var also_unreachable : bool;
^^^^^^^^^^^^^^^^
#version 310 es
precision mediump float;
bool call_discard() {
discard;
return true;
}
void f() {
bool v = call_discard();
bool also_unreachable = false;
return;
}
void main() {
f();
}

View File

@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown ident
ignore(arg_0);
^^^^^
@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d;
fn ignore_2a6ac2() {
ignore(arg_0);
}
@stage(vertex)
fn vertex_main() -> @builtin(position) vec4<f32> {
ignore_2a6ac2();
return vec4<f32>();
}
@stage(fragment)
fn fragment_main() {
ignore_2a6ac2();
}
@stage(compute) @workgroup_size(1)
fn compute_main() {
ignore_2a6ac2();
}
Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown identifier: 'arg_0'
ignore(arg_0);
^^^^^
@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d;
fn ignore_2a6ac2() {
ignore(arg_0);
}
@stage(vertex)
fn vertex_main() -> @builtin(position) vec4<f32> {
ignore_2a6ac2();
return vec4<f32>();
}
@stage(fragment)
fn fragment_main() {
ignore_2a6ac2();
}
@stage(compute) @workgroup_size(1)
fn compute_main() {
ignore_2a6ac2();
}
Failed to generate: intrinsics/gen/ignore/2a6ac2.wgsl:29:10 error: unknown identifier: 'arg_0'
ignore(arg_0);
^^^^^

View File

@ -31,3 +31,57 @@ Failed to generate: intrinsics/gen/ignore/5016e5.wgsl:29:10 error: unknown ident
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);
^^^^^
@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);
^^^^^

View File

@ -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);
^^^^^

View File

@ -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);
^^^^^

View File

@ -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);
^^^^^

View File

@ -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);
^^^^^

View File

@ -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);
^^^^^

View File

@ -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);
^^^^^

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

View File

@ -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

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 +1,20 @@
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

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 = 999u;
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;
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

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;
continuing {
var_1 = 3u;
var_1 = 4u;
}
}
var_1 = 999u;
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 = 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

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

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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