dawn-cmake/test/intrinsics/gen/select/01e2cd.wgsl.expected.glsl

95 lines
1.7 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
void select_01e2cd() {
ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
}
struct tint_symbol {
vec4 value;
};
vec4 vertex_main_inner() {
select_01e2cd();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
vec4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol outputs;
outputs = vertex_main();
gl_Position = outputs.value;
gl_Position.y = -gl_Position.y;
}
Error parsing GLSL shader:
ERROR: 0:5: '' : boolean expression expected
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
void select_01e2cd() {
ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
}
struct tint_symbol {
vec4 value;
};
void fragment_main() {
select_01e2cd();
return;
}
void main() {
fragment_main();
}
Error parsing GLSL shader:
ERROR: 0:5: '' : boolean expression expected
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
void select_01e2cd() {
ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
}
struct tint_symbol {
vec4 value;
};
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void compute_main() {
select_01e2cd();
return;
}
void main() {
compute_main();
}
Error parsing GLSL shader:
ERROR: 0:5: '' : boolean expression expected
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.