1SKIP: FAILED
2
3#version 310 es
4precision mediump float;
5
6uniform highp usamplerCubeArray arg_0;
7
8void textureNumLayers_053df7() {
9  int res = textureQueryLevels(arg_0);;
10}
11
12struct tint_symbol {
13  vec4 value;
14};
15
16vec4 vertex_main_inner() {
17  textureNumLayers_053df7();
18  return vec4(0.0f, 0.0f, 0.0f, 0.0f);
19}
20
21tint_symbol vertex_main() {
22  vec4 inner_result = vertex_main_inner();
23  tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
24  wrapper_result.value = inner_result;
25  return wrapper_result;
26}
27void main() {
28  tint_symbol outputs;
29  outputs = vertex_main();
30  gl_Position = outputs.value;
31  gl_Position.y = -gl_Position.y;
32}
33
34
35Error parsing GLSL shader:
36ERROR: 0:4: 'usamplerCubeArray' : Reserved word. 
37ERROR: 0:4: '' : compilation terminated 
38ERROR: 2 compilation errors.  No code generated.
39
40
41
42#version 310 es
43precision mediump float;
44
45uniform highp usamplerCubeArray arg_0;
46
47void textureNumLayers_053df7() {
48  int res = textureQueryLevels(arg_0);;
49}
50
51struct tint_symbol {
52  vec4 value;
53};
54
55void fragment_main() {
56  textureNumLayers_053df7();
57  return;
58}
59void main() {
60  fragment_main();
61}
62
63
64Error parsing GLSL shader:
65ERROR: 0:4: 'usamplerCubeArray' : Reserved word. 
66ERROR: 0:4: '' : compilation terminated 
67ERROR: 2 compilation errors.  No code generated.
68
69
70
71#version 310 es
72precision mediump float;
73
74uniform highp usamplerCubeArray arg_0;
75
76void textureNumLayers_053df7() {
77  int res = textureQueryLevels(arg_0);;
78}
79
80struct tint_symbol {
81  vec4 value;
82};
83
84layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
85void compute_main() {
86  textureNumLayers_053df7();
87  return;
88}
89void main() {
90  compute_main();
91}
92
93
94Error parsing GLSL shader:
95ERROR: 0:4: 'usamplerCubeArray' : Reserved word. 
96ERROR: 0:4: '' : compilation terminated 
97ERROR: 2 compilation errors.  No code generated.
98
99
100
101