Add new GLSL test expectations.

All failures are now SKIP'ed.

Bug: tint:1358
Change-Id: If04d57b9e0b71dd877468b5dc277fbff82f36692
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/75220
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-01-06 15:31:21 +00:00
committed by Tint LUCI CQ
parent 6165cca1a6
commit c1faee9395
524 changed files with 29699 additions and 0 deletions

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#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float r = (1.0f / 0.0f);
return;
}
void main() {
f();
}

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@@ -0,0 +1,13 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int r = (1 / 0);
return;
}
void main() {
f();
}

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@@ -0,0 +1,13 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint r = (1u / 0u);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 4.0f;
vec3 b = vec3(0.0f, 2.0f, 0.0f);
vec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,14 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 r = (a / 0.0f);
return;
}
void main() {
f();
}

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@@ -0,0 +1,14 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 r = (a / 0);
return;
}
void main() {
f();
}

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@@ -0,0 +1,14 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 r = (a / 0u);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 1.0f;
float b = 0.0f;
float r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 1;
int b = 0;
int r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 1u;
uint b = 0u;
uint r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 4.0f;
vec3 b = vec3(0.0f, 2.0f, 0.0f);
vec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
float b = 0.0f;
vec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
int b = 0;
ivec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uint b = 0u;
uvec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a / (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 1.0f;
float b = 0.0f;
float r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 1;
int b = 0;
int r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 1u;
uint b = 0u;
uint r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 4.0f;
vec3 b = vec3(0.0f, 2.0f, 0.0f);
vec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
float b = 0.0f;
vec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
int b = 0;
ivec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uint b = 0u;
uvec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a / b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,22 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float r = (1.0f % 0.0f);
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:6: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' const float' and a right operand of type ' const float' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@@ -0,0 +1,13 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int r = (1 % 0);
return;
}
void main() {
f();
}

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@@ -0,0 +1,13 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint r = (1u % 0u);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,14 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 r = (a % 0);
return;
}
void main() {
f();
}

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@@ -0,0 +1,14 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 r = (a % 0u);
return;
}
void main() {
f();
}

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@@ -0,0 +1,24 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a % b);
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump 3-component vector of float' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a % b);
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,24 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 1.0f;
float b = 0.0f;
float r = (a % (b + b));
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 1;
int b = 0;
int r = (a % (b + b));
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 1u;
uint b = 0u;
uint r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
int b = 0;
ivec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uint b = 0u;
uvec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,24 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a % (b + b));
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump 3-component vector of float' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a % (b + b));
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,24 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
float a = 1.0f;
float b = 0.0f;
float r = (a % b);
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 1;
int b = 0;
int r = (a % b);
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 1u;
uint b = 0u;
uint r = (a % b);
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
int a = 4;
ivec3 b = ivec3(0, 2, 0);
ivec3 r = (a % b);
return;
}
void main() {
f();
}

View File

@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uint a = 4u;
uvec3 b = uvec3(0u, 2u, 0u);
uvec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
int b = 0;
ivec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uint b = 0u;
uvec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,24 @@
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
vec3 b = vec3(0.0f, 5.0f, 0.0f);
vec3 r = (a % b);
return;
}
void main() {
f();
}
Error parsing GLSL shader:
ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump 3-component vector of float' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
ivec3 a = ivec3(1, 2, 3);
ivec3 b = ivec3(0, 5, 0);
ivec3 r = (a % b);
return;
}
void main() {
f();
}

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@@ -0,0 +1,15 @@
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);
uvec3 b = uvec3(0u, 5u, 0u);
uvec3 r = (a % b);
return;
}
void main() {
f();
}

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