Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.253834009171 |
note | Returncode was 1 |
errors |
|
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor-implicit-conversion-bvec4-vec4.vert fail 1.20 |
info | Returncode: 1 Errors: Successfully compiled vertex shader tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-ctor-implicit-conversion-bvec4-vec4.vert: Output: Shader source: /* [config] * expect_result: fail * 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 bvec4 a[2]; void main() { vec4 b[2] = vec4[](a[0], a[1]); gl_Position = b[0]; } |