Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.333078861237 |
| note | Returncode was 1 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor-implicit-conversion-ivec4-vec4.vert: ERROR: 0:33: 'array of 4-component vector of float' : constructor not supported for type
ERROR: 0:33: 'array of 4-component vector of float' : no matching overloaded function found
ERROR: 0:33: 'b' : redefinition
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
*
* "In some situations, an expression and its type will be implicitly
* converted to a different type. The following table shows all allowed
* implicit conversions:
*
* Type of expression Can be implicitly converted to
* int float
* ivec2 vec2
* ivec3 vec3
* ivec4 vec4
*
* There are no implicit array or structure conversions. For example, an
* array of int cannot be implicitly converted to an array of float. When
* an implicit conversion is done, it is not just a re-interpretation of
* the expression's value, but a conversion of that value to an equivalent
* value in the new type. For example, the integer value 5 will be
* converted to the floating-point value 5.0. The conversions in the
* table above are done only as indicated by other sections of this
* specification."
*/
#version 120
uniform ivec4 a[2];
void main()
{
vec4 b[2] = vec4[](a[0], a[1]);
gl_Position = b[0];
}
|