Results for spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor.vert

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.402172088623
note Returncode was 1
errors
  • Failed to compile vertex shader tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor.vert: ERROR: 0:12: \'array of 4-component vector of float\' : constructor not supported for type
  • ERROR: 0:12: \'array of 4-component vector of float\' : no matching overloaded function found
  • ERROR: 0:12: \'a\' : redefinition
  • ERROR: 0:13: \'array of 4-component vector of float\' : constructor not supported for type
  • ERROR: 0:13: \'array of 4-component vector of float\' : no matching overloaded function found
  • ERROR: 0:13: \'b\' : redefinition
  • ERROR: 0:14: \'array of 4-component vector of float\' : constructor not supported for type
  • ERROR: 0:14: \'array of 4-component vector of float\' : no matching overloaded function found
  • ERROR: 0:14: \'c\' : redefinition
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor.vert: ERROR: 0:12: 'array of 4-component vector of float' : constructor not supported for type 
ERROR: 0:12: 'array of 4-component vector of float' : no matching overloaded function found 
ERROR: 0:12: 'a' : redefinition 
ERROR: 0:13: 'array of 4-component vector of float' : constructor not supported for type 
ERROR: 0:13: 'array of 4-component vector of float' : no matching overloaded function found 
ERROR: 0:13: 'b' : redefinition 
ERROR: 0:14: 'array of 4-component vector of float' : constructor not supported for type 
ERROR: 0:14: 'array of 4-component vector of float' : no matching overloaded function found 
ERROR: 0:14: 'c' : 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:
 *
 *     "Arrays can have initializers formed from array constructors:"
 */
#version 120

vec4 a[2] = vec4[2](vec4(0.0), vec4(2.0));
vec4 b[2] = vec4[ ](vec4(0.5), vec4(2.0));
vec4 c[ ] = vec4[ ](vec4(1.0), vec4(2.0));

void main() { gl_Position = a[0] + b[0] + c[0]; }

Back to summary