Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.90499997139 |
note | Returncode was 1 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/glslparsertest/glsl2\bit-shift-07.frag: ERROR: 0:42: '<<' : 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 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 2-component vector of unsigned int' and a right operand of type 'const 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 3-component vector of unsigned int' and a right operand of type 'const 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 3-component vector of unsigned int' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:50: '<<' : 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 int' (or there is no acceptable conversion) ERROR: 0:51: '>>' : 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 int' (or there is no acceptable conversion) ERROR: 0:56: '<<' : 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 unsigned int' (or there is no acceptable conversion) ERROR: 0:57: '>>' : 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 unsigned int' (or there is no acceptable conversion) ERROR: 0:60: '<<' : 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 unsigned int' (or there is no acceptable conversion) ERROR: 0:61: '>>' : 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 unsigned int' (or there is no acceptable conversion) ERROR: 0:64: '<<' : 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 unsigned int' (or there is no acceptable conversion) ERROR: 0:65: '>>' : 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 unsigned 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, int) // - (uvecN, int) // - (ivecN, uint) // - (uvecN, uint) // // From page 50 (page 56 of PDF) of the GLSL 1.30 spec: // "One operand can be signed while the other is unsigned. [...] If the first // operand is a vector, the second operand must be a scalar or a vector," #version 130 void main() { // (ivecN, int) -------------------------- // (ivec2, int) ivec2 v00 = ivec2(0, 1) << 7; ivec2 v01 = ivec2(0, 1) >> 7; // (ivec3, int) ivec3 v02 = ivec3(0, 1, 2) << 7; ivec3 v03 = ivec3(0, 1, 2) >> 7; // (ivec4, int) ivec4 v04 = ivec4(0, 1, 2, 3) << 7; ivec4 v05 = ivec4(0, 1, 2, 3) >> 7; // (uvecN, int) -------------------------- // (uvec2, int) uvec2 v10 = uvec2(0, 1) << 7; uvec2 v11 = uvec2(0, 1) >> 7; // (uvec3, int) uvec3 v12 = uvec3(0, 1, 2) << 7; uvec3 v13 = uvec3(0, 1, 2) >> 7; // (uvec4, int) uvec4 v14 = uvec4(0, 1, 2, 3) << 7; uvec4 v15 = uvec4(0, 1, 2, 3) >> 7; // (ivecN, uint) -------------------------- // (ivec2, uint) ivec2 v20 = ivec2(0, 1) << uint(7); ivec2 v21 = ivec2(0, 1) >> uint(7); // (ivec3, uint) ivec3 v22 = ivec3(0, 1, 2) << uint(7); ivec3 v23 = ivec3(0, 1, 2) >> uint(7); // (ivec4, uint) ivec4 v24 = ivec4(0, 1, 2, 3) << uint(7); ivec4 v25 = ivec4(0, 1, 2, 3) >> uint(7); // (uvecN, uint) -------------------------- // (uvec2, uint) uvec2 v30 = uvec2(0, 1) << uint(7); uvec2 v31 = uvec2(0, 1) >> uint(7); // (uvec3, uint) uvec3 v32 = uvec3(0, 1, 2) << uint(7); uvec3 v33 = uvec3(0, 1, 2) >> uint(7); // (uvec4, uint) uvec4 v34 = uvec4(0, 1, 2, 3) << uint(7); uvec4 v35 = uvec4(0, 1, 2, 3) >> uint(7); } |