Results for glslparsertest/glsl2/bit-logic-assign-10.frag

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.921000003815
note Returncode was 1
errors
  • Failed to compile fragment shader tests/glslparsertest/glsl2\\bit-logic-assign-10.frag: ERROR: 0:25: \'assign\' : cannot convert from \'const int\' to \'2-component vector of int\'
  • ERROR: 0:28: \'assign\' : cannot convert from \'const int\' to \'3-component vector of int\'
  • ERROR: 0:31: \'assign\' : cannot convert from \'const int\' to \'4-component vector of int\'
  • ERROR: 0:36: \'assign\' : cannot convert from \'const unsigned int\' to \'2-component vector of unsigned int\'
  • ERROR: 0:39: \'assign\' : cannot convert from \'const unsigned int\' to \'3-component vector of unsigned int\'
  • ERROR: 0:42: \'assign\' : cannot convert from \'const unsigned int\' to \'4-component vector of unsigned int\'
  • ERROR: 6 compilation errors. No code generated.
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/glslparsertest/glsl2\bit-logic-assign-10.frag: ERROR: 0:25: 'assign' :  cannot convert from 'const int' to '2-component vector of int'
ERROR: 0:28: 'assign' :  cannot convert from 'const int' to '3-component vector of int'
ERROR: 0:31: 'assign' :  cannot convert from 'const int' to '4-component vector of int'
ERROR: 0:36: 'assign' :  cannot convert from 'const  unsigned int' to '2-component vector of  unsigned int'
ERROR: 0:39: 'assign' :  cannot convert from 'const  unsigned int' to '3-component vector of  unsigned int'
ERROR: 0:42: 'assign' :  cannot convert from 'const  unsigned int' to '4-component vector of  unsigned int'
ERROR: 6 compilation errors.  No code generated.




Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.30
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]

// Expected: PASS, glsl == 1.30
//
// Description: bit-logic assignment ops with argument types:
//     - (ivecN, int)
//     - (uvecN, uint)
//
// From page 50 (page 56 of PDF) of the GLSL 1.30 spec:
// "If one operand is a scalar and the other a vector, the scalar is applied
// component-wise to the vector, resulting in the same type as the vector."

#version 130
void main() {
    // (ivecN, int) --------------------------

    ivec2 v00 = ivec2(0, 1);
    v00 &= int(7);

    ivec3 v01 = ivec3(0, 1, 2);
    v01 |= int(7);

    ivec4 v02 = ivec4(0, 1, 2, 3);
    v02 ^= int(7);

    // (uvecN, uint) --------------------------

    uvec2 v10 = uvec2(0, 1);
    v10 &= uint(7);

    uvec3 v11 = uvec3(0, 1, 2);
    v11 |= uint(7);

    uvec4 v12 = uvec4(0, 1, 2, 3);
    v12 ^= uint(7);
}

Back to summary