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-shift-assign-03.frag: ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of int' ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of int' ERROR: 0:26: 'assign' : cannot convert from '3-component vector of int' to '3-component vector of int' ERROR: 0:27: 'assign' : cannot convert from '3-component vector of int' to '3-component vector of int' ERROR: 0:30: 'assign' : cannot convert from '4-component vector of int' to '4-component vector of int' ERROR: 0:31: 'assign' : cannot convert from '4-component vector of int' to '4-component vector of 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-shift-assign with argument type (ivecN, ivecN) // // From page 50 (page 56 of PDF) of the GLSL 1.30 spec: // "the operands must be signed or unsigned integers or integer vectors. [...] // In all cases, the resulting type will be the same type as the left // operand." #version 130 void main() { ivec2 v2 = ivec2(0, 1); v2 <<= v2; v2 >>= v2; ivec3 v3 = ivec3(0, 1, 2); v3 <<= v3; v3 >>= v3; ivec4 v4 = ivec4(0, 1, 2, 3); v4 <<= v4; v4 >>= v4; } |