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GLSL: fix single-valued vector init.
No need for the HLSL-style repeated swizzle; GLSL allows construction of a vector from a scalar value of the component type. Bug: tint:1317 Change-Id: Ia0afe3012cbb56716a2d1c5c3849dd662a5ff89c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70342 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
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commit
7368e287dc
@@ -1,5 +1,3 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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@@ -14,17 +12,17 @@ void tint_symbol() {
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uint u32_var1 = uint(123);
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uint u32_var2 = uint(123.0f);
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uint u32_var3 = uint(true);
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bvec3 v3bool_var1 = bvec3(uvec3((123u).xxx));
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bvec3 v3bool_var11 = bvec3(uvec3((1234u).xxx));
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bvec3 v3bool_var2 = bvec3(ivec3((123).xxx));
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bvec3 v3bool_var3 = bvec3(vec3((123.0f).xxx));
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ivec3 v3i32_var1 = ivec3(uvec3((123u).xxx));
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ivec3 v3i32_var2 = ivec3(vec3((123.0f).xxx));
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ivec3 v3i32_var3 = ivec3(bvec3((true).xxx));
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uvec3 v3u32_var1 = uvec3(ivec3((123).xxx));
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uvec3 v3u32_var2 = uvec3(vec3((123.0f).xxx));
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uvec3 v3u32_var3 = uvec3(bvec3((true).xxx));
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bvec3 v3bool_var4 = bvec3(bvec2(vec2((123.0f).xx)), true);
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bvec3 v3bool_var1 = bvec3(uvec3(123u));
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bvec3 v3bool_var11 = bvec3(uvec3(1234u));
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bvec3 v3bool_var2 = bvec3(ivec3(123));
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bvec3 v3bool_var3 = bvec3(vec3(123.0f));
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ivec3 v3i32_var1 = ivec3(uvec3(123u));
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ivec3 v3i32_var2 = ivec3(vec3(123.0f));
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ivec3 v3i32_var3 = ivec3(bvec3(true));
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uvec3 v3u32_var1 = uvec3(ivec3(123));
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uvec3 v3u32_var2 = uvec3(vec3(123.0f));
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uvec3 v3u32_var3 = uvec3(bvec3(true));
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bvec3 v3bool_var4 = bvec3(bvec2(vec2(123.0f)), true);
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bvec4 v4bool_var5 = bvec4(bvec2(vec2(123.0f, 0.0f)), bvec2(true, bool(float(0.0f))));
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return;
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}
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@@ -33,10 +31,3 @@ void main() {
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}
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Error parsing GLSL shader:
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ERROR: 0:15: 'scalar swizzle' : not supported with this profile: es
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ERROR: 0:15: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,5 +1,3 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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@@ -12,16 +10,16 @@ int i32_var3 = int(true);
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uint u32_var1 = uint(1);
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uint u32_var2 = uint(1.0f);
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uint u32_var3 = uint(true);
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bvec3 v3bool_var1 = bvec3(uvec3((1u).xxx));
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bvec3 v3bool_var2 = bvec3(ivec3((1).xxx));
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bvec3 v3bool_var3 = bvec3(vec3((1.0f).xxx));
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ivec3 v3i32_var1 = ivec3(uvec3((1u).xxx));
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ivec3 v3i32_var2 = ivec3(vec3((1.0f).xxx));
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ivec3 v3i32_var3 = ivec3(bvec3((true).xxx));
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uvec3 v3u32_var1 = uvec3(ivec3((1).xxx));
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uvec3 v3u32_var2 = uvec3(vec3((1.0f).xxx));
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uvec3 v3u32_var3 = uvec3(bvec3((true).xxx));
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bvec3 v3bool_var4 = bvec3(bvec2(vec2((123.0f).xx)), true);
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bvec3 v3bool_var1 = bvec3(uvec3(1u));
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bvec3 v3bool_var2 = bvec3(ivec3(1));
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bvec3 v3bool_var3 = bvec3(vec3(1.0f));
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ivec3 v3i32_var1 = ivec3(uvec3(1u));
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ivec3 v3i32_var2 = ivec3(vec3(1.0f));
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ivec3 v3i32_var3 = ivec3(bvec3(true));
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uvec3 v3u32_var1 = uvec3(ivec3(1));
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uvec3 v3u32_var2 = uvec3(vec3(1.0f));
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uvec3 v3u32_var3 = uvec3(bvec3(true));
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bvec3 v3bool_var4 = bvec3(bvec2(vec2(123.0f)), true);
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bvec4 v4bool_var5 = bvec4(bvec2(vec2(123.0f, 0.0f)), bvec2(true, bool(float(0.0f))));
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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@@ -53,10 +51,3 @@ void main() {
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}
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Error parsing GLSL shader:
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ERROR: 0:13: 'scalar swizzle' : not supported with this profile: es
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ERROR: 0:13: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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