1*c8dee2aaSAndroid Build Coastguard Worker### Compilation failed: 2*c8dee2aaSAndroid Build Coastguard Worker 3*c8dee2aaSAndroid Build Coastguard Workererror: Tint compilation failed. 4*c8dee2aaSAndroid Build Coastguard Worker 5*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity); 6*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code); 7*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut { 8*c8dee2aaSAndroid Build Coastguard Worker @location(0) sk_FragColor: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms { 11*c8dee2aaSAndroid Build Coastguard Worker colorGreen: vec4<f32>, 12*c8dee2aaSAndroid Build Coastguard Worker colorRed: vec4<f32>, 13*c8dee2aaSAndroid Build Coastguard Worker testArray: array<f32, 5>, 14*c8dee2aaSAndroid Build Coastguard Worker testArrayNegative: array<f32, 5>, 15*c8dee2aaSAndroid Build Coastguard Worker}; 16*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 17*c8dee2aaSAndroid Build Coastguard Workerstruct S { 18*c8dee2aaSAndroid Build Coastguard Worker x: i32, 19*c8dee2aaSAndroid Build Coastguard Worker y: i32, 20*c8dee2aaSAndroid Build Coastguard Worker}; 21*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 22*c8dee2aaSAndroid Build Coastguard Worker { 23*c8dee2aaSAndroid Build Coastguard Worker const f1: array<f32, 5> = array<f32, 5>(1.0, 2.0, 3.0, 4.0, 5.0); 24*c8dee2aaSAndroid Build Coastguard Worker const f2: array<f32, 5> = array<f32, 5>(1.0, 2.0, 3.0, 4.0, 5.0); 25*c8dee2aaSAndroid Build Coastguard Worker const f3: array<f32, 5> = array<f32, 5>(1.0, 2.0, 3.0, -4.0, 5.0); 26*c8dee2aaSAndroid Build Coastguard Worker const v1: array<vec3<i32>, 2> = array<vec3<i32>, 2>(vec3<i32>(1, 2, 3), vec3<i32>(4, 5, 6)); 27*c8dee2aaSAndroid Build Coastguard Worker const v2: array<vec3<i32>, 2> = array<vec3<i32>, 2>(vec3<i32>(1, 2, 3), vec3<i32>(4, 5, 6)); 28*c8dee2aaSAndroid Build Coastguard Worker const v3: array<vec3<i32>, 2> = array<vec3<i32>, 2>(vec3<i32>(1, 2, 3), vec3<i32>(4, 5, -6)); 29*c8dee2aaSAndroid Build Coastguard Worker const m1: array<mat2x2<f32>, 3> = array<mat2x2<f32>, 3>(mat2x2<f32>(1.0, 0.0, 0.0, 1.0), mat2x2<f32>(2.0, 0.0, 0.0, 2.0), mat2x2<f32>(3.0, 4.0, 5.0, 6.0)); 30*c8dee2aaSAndroid Build Coastguard Worker const m2: array<mat2x2<f32>, 3> = array<mat2x2<f32>, 3>(mat2x2<f32>(1.0, 0.0, 0.0, 1.0), mat2x2<f32>(2.0, 0.0, 0.0, 2.0), mat2x2<f32>(3.0, 4.0, 5.0, 6.0)); 31*c8dee2aaSAndroid Build Coastguard Worker const m3: array<mat2x2<f32>, 3> = array<mat2x2<f32>, 3>(mat2x2<f32>(1.0, 0.0, 0.0, 1.0), mat2x2<f32>(2.0, 3.0, 4.0, 5.0), mat2x2<f32>(6.0, 0.0, 0.0, 6.0)); 32*c8dee2aaSAndroid Build Coastguard Worker const s1: array<S, 3> = array<S, 3>(S(1, 2), S(3, 4), S(5, 6)); 33*c8dee2aaSAndroid Build Coastguard Worker const s2: array<S, 3> = array<S, 3>(S(1, 2), S(0, 0), S(5, 6)); 34*c8dee2aaSAndroid Build Coastguard Worker const s3: array<S, 3> = array<S, 3>(S(1, 2), S(3, 4), S(5, 6)); 35*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((f1[0] == f2[0]) && (f1[1] == f2[1]) && (f1[2] == f2[2]) && (f1[3] == f2[3]) && (f1[4] == f2[4])) && ((f1[0] != f3[0]) || (f1[1] != f3[1]) || (f1[2] != f3[2]) || (f1[3] != f3[3]) || (f1[4] != f3[4]))) && ((_globalUniforms.testArray[0] != _globalUniforms.testArrayNegative[0]) || (_globalUniforms.testArray[1] != _globalUniforms.testArrayNegative[1]) || (_globalUniforms.testArray[2] != _globalUniforms.testArrayNegative[2]) || (_globalUniforms.testArray[3] != _globalUniforms.testArrayNegative[3]) || (_globalUniforms.testArray[4] != _globalUniforms.testArrayNegative[4]))) && ((_globalUniforms.testArray[0] == f1[0]) && (_globalUniforms.testArray[1] == f1[1]) && (_globalUniforms.testArray[2] == f1[2]) && (_globalUniforms.testArray[3] == f1[3]) && (_globalUniforms.testArray[4] == f1[4]))) && ((_globalUniforms.testArray[0] != f3[0]) || (_globalUniforms.testArray[1] != f3[1]) || (_globalUniforms.testArray[2] != f3[2]) || (_globalUniforms.testArray[3] != f3[3]) || (_globalUniforms.testArray[4] != f3[4]))) && ((f1[0] == _globalUniforms.testArray[0]) && (f1[1] == _globalUniforms.testArray[1]) && (f1[2] == _globalUniforms.testArray[2]) && (f1[3] == _globalUniforms.testArray[3]) && (f1[4] == _globalUniforms.testArray[4]))) && ((f3[0] != _globalUniforms.testArray[0]) || (f3[1] != _globalUniforms.testArray[1]) || (f3[2] != _globalUniforms.testArray[2]) || (f3[3] != _globalUniforms.testArray[3]) || (f3[4] != _globalUniforms.testArray[4]))) && (all(v1[0] == v2[0]) && all(v1[1] == v2[1]))) && (any(v1[0] != v3[0]) || any(v1[1] != v3[1]))) && ((all(m1[0][0] == m2[0][0]) && all(m1[0][1] == m2[0][1])) && (all(m1[1][0] == m2[1][0]) && all(m1[1][1] == m2[1][1])) && (all(m1[2][0] == m2[2][0]) && all(m1[2][1] == m2[2][1])))) && ((any(m1[0][0] != m3[0][0]) || any(m1[0][1] != m3[0][1])) || (any(m1[1][0] != m3[1][0]) || any(m1[1][1] != m3[1][1])) || (any(m1[2][0] != m3[2][0]) || any(m1[2][1] != m3[2][1])))) && (((s1[0].x != s2[0].x) || (s1[0].y != s2[0].y)) || ((s1[1].x != s2[1].x) || (s1[1].y != s2[1].y)) || ((s1[2].x != s2[2].x) || (s1[2].y != s2[2].y)))) && (((s3[0].x == s1[0].x) && (s3[0].y == s1[0].y)) && ((s3[1].x == s1[1].x) && (s3[1].y == s1[1].y)) && ((s3[2].x == s1[2].x) && (s3[2].y == s1[2].y))))); 36*c8dee2aaSAndroid Build Coastguard Worker } 37*c8dee2aaSAndroid Build Coastguard Worker} 38*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 39*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 40*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 41*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 42*c8dee2aaSAndroid Build Coastguard Worker} 43*c8dee2aaSAndroid Build Coastguard Worker 44*c8dee2aaSAndroid Build Coastguard Worker1 error 45