dawn-cmake/test/intrinsics/gen/unpack2x16float/32a5cf.wgsl.expected.glsl

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SKIP: FAILED
#version 310 es
precision mediump float;
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
struct tint_symbol {
vec4 value;
};
vec4 vertex_main_inner() {
unpack2x16float_32a5cf();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
vec4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol outputs;
outputs = vertex_main();
gl_Position = outputs.value;
gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
gl_Position.y = -gl_Position.y;
}
Error parsing GLSL shader:
ERROR: 0:6: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp highp uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
struct tint_symbol {
vec4 value;
};
void fragment_main() {
unpack2x16float_32a5cf();
return;
}
void main() {
fragment_main();
}
Error parsing GLSL shader:
ERROR: 0:6: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
struct tint_symbol {
vec4 value;
};
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void compute_main() {
unpack2x16float_32a5cf();
return;
}
void main() {
compute_main();
}
Error parsing GLSL shader:
ERROR: 0:6: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp highp uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.