Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.921000003815 |
note | Returncode was 1 |
errors |
|
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); } |