dawn-cmake/test/bug/tint/757.wgsl.expected.glsl

48 lines
1.2 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp sampler2DArray myTexture;
layout (binding = 3) buffer Result_1 {
float values[];
} result;
struct tint_symbol_2 {
uvec3 GlobalInvocationID;
};
void tint_symbol_inner(uvec3 GlobalInvocationID) {
uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
flatIndex = (flatIndex * 1u);
vec4 texel = texelFetch(myTexture, ivec4(ivec3(ivec2(GlobalInvocationID.xy), 0), 0));
{
for(uint i = 0u; (i < 1u); i = (i + 1u)) {
result.values[(flatIndex + i)] = texel.r;
}
}
}
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.GlobalInvocationID);
return;
}
void main() {
tint_symbol_2 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
tint_symbol(inputs);
}
Error parsing GLSL shader:
ERROR: 0:18: 'texelFetch' : no matching overloaded function found
ERROR: 0:18: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of float'
ERROR: 0:18: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.