Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.90399980545 |
note | Returncode was 1 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/glslparsertest/glsl2\bit-shift-06.frag: ERROR: 0:24: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 2-component vector of int' and a right operand of type 'const 2-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:25: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 2-component vector of int' and a right operand of type 'const 2-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:28: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 3-component vector of int' and a right operand of type 'const 3-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:29: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 3-component vector of int' and a right operand of type 'const 3-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:32: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 4-component vector of int' and a right operand of type 'const 4-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:33: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 4-component vector of int' and a right operand of type 'const 4-component vector of unsigned int' (or there is no acceptable conversion) ERROR: 0:38: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 2-component vector of unsigned int' and a right operand of type 'const 2-component vector of int' (or there is no acceptable conversion) ERROR: 0:39: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 2-component vector of unsigned int' and a right operand of type 'const 2-component vector of int' (or there is no acceptable conversion) ERROR: 0:42: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 3-component vector of unsigned int' and a right operand of type 'const 3-component vector of int' (or there is no acceptable conversion) ERROR: 0:43: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 3-component vector of unsigned int' and a right operand of type 'const 3-component vector of int' (or there is no acceptable conversion) ERROR: 0:46: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'const 4-component vector of unsigned int' and a right operand of type 'const 4-component vector of int' (or there is no acceptable conversion) ERROR: 0:47: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'const 4-component vector of unsigned int' and a right operand of type 'const 4-component vector of int' (or there is no acceptable conversion) ERROR: 12 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-shift with argument types: // - (ivecN, uvecN) // - (uvecN, ivecN) // // From page 50 (page 56 of PDF) of the GLSL 1.30 spec: // "One operand can be signed while the other is unsigned." #version 130 void main() { // ivecN = ivecN << uvecN ----------------- // ivec2 = ivec2 << uvec2 ivec2 v00 = ivec2(0, 1) << uvec2(0, 1); ivec2 v01 = ivec2(0, 1) >> uvec2(0, 1); // ivec3 = ivec3 << uvec3 ivec3 v02 = ivec3(0, 1, 2) << uvec3(0, 1, 2); ivec3 v03 = ivec3(0, 1, 2) >> uvec3(0, 1, 2); // ivec4 = ivec4 << uvec4 ivec4 v04 = ivec4(0, 1, 2, 3) << uvec4(0, 1, 2, 3); ivec4 v05 = ivec4(0, 1, 2, 3) >> uvec4(0, 1, 2, 3); // uvecN = uvecN << ivecN ----------------- // uvec2 = uvec2 << ivec2 uvec2 v06 = uvec2(0, 1) << ivec2(0, 1); uvec2 v07 = uvec2(0, 1) >> ivec2(0, 1); // uvec3 = uvec3 << ivec3 uvec3 v08 = uvec3(0, 1, 2) << ivec3(0, 1, 2); uvec3 v09 = uvec3(0, 1, 2) >> ivec3(0, 1, 2); // uvec4 = uvec4 << ivec4 uvec4 v10 = uvec4(0, 1, 2, 3) << ivec4(0, 1, 2, 3); uvec4 v11 = uvec4(0, 1, 2, 3) >> ivec4(0, 1, 2, 3); } |