SKIP: FAILED #version 310 es precision mediump float; struct tint_symbol_2 { uvec3 local_invocation_id; uint local_invocation_index; uvec3 global_invocation_id; uvec3 workgroup_id; uvec3 num_workgroups; }; void tint_symbol_inner(uvec3 local_invocation_id, uint local_invocation_index, uvec3 global_invocation_id, uvec3 workgroup_id, uvec3 num_workgroups) { uint foo = ((((local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + workgroup_id.x) + num_workgroups.x); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void tint_symbol(tint_symbol_2 tint_symbol_1) { tint_symbol_inner(tint_symbol_1.local_invocation_id, tint_symbol_1.local_invocation_index, tint_symbol_1.global_invocation_id, tint_symbol_1.workgroup_id, tint_symbol_1.num_workgroups); return; } void main() { tint_symbol_2 inputs; inputs.local_invocation_id = gl_LocalInvocationID; inputs.local_invocation_index = uint(gl_LocalInvocationIndex); inputs.global_invocation_id = gl_GlobalInvocationID; inputs.workgroup_id = gl_WorkGroupID; inputs.num_workgroups = uvec3(); tint_symbol(inputs); } Error parsing GLSL shader: ERROR: 0:27: 'constructor' : not enough data provided for construction ERROR: 0:27: 'assign' : cannot convert from ' const float' to ' global highp 3-component vector of uint' ERROR: 0:27: '' : compilation terminated ERROR: 3 compilation errors. No code generated.