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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bug/chromium/1273230.wgsl:4:7 warning: use of deprecated intrinsic
_ = isNormal(4.);
^^^^^^^^
bug/chromium/1273230.wgsl:7:3 warning: use of deprecated intrinsic
isNormal(vec4<f32>());
^^^^^^^^
bug/chromium/1273230.wgsl:10:6 warning: use of deprecated intrinsic
isNormal(0.);
^^^^^^^^
bug/chromium/1273230.wgsl:11:9 warning: use of deprecated intrinsic
_ = isNormal(4.);
^^^^^^^^
bug/chromium/1273230.wgsl:12:9 warning: use of deprecated intrinsic
_ = isNormal(2.);
^^^^^^^^
#version 310 es
precision mediump float;
struct Uniforms {
uint numTriangles;
uint gridSize;
uint puuuuuuuuuuuuuuuuad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
};
struct Dbg {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
};
layout (binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint puuuuuuuuuuuuuuuuad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
} dbg;
vec3 toVoxelPos(vec3 position) {
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
vec3 bbSize = (bbMin - bbMin);
float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
float gridSize = float(uniforms.gridSize);
float gx = ((cubeSize * (position.x - uniforms.bbMin.x)) / cubeSize);
float gy = ((gx * (position.y - uniforms.bbMin.y)) / gridSize);
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / gridSize);
return vec3(gz, gz, gz);
}
uint toIndex1D(uint gridSize, vec3 voxelPos) {
uvec3 icoord = uvec3(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
vec3 loadPosition(uint vertexIndex) {
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
return position;
}
void doIgnore() {
uint g43 = uniforms.numTriangles;
uint kj6 = dbg.value1;
uint b53 = atomicOr(counters.values[0], 0u);
uint rwg = indices.values[0];
float rb5 = positions.values[0];
int g55 = atomicOr(LUT.values[0], 0);
}
struct tint_symbol_1 {
uvec3 GlobalInvocationID;
};
void main_count_inner(uvec3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
doIgnore();
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
uint i1 = indices.values[((3u * i0) + 1u)];
uint i2 = indices.values[((3u * i0) + 2u)];
vec3 p0 = loadPosition(i0);
vec3 p1 = loadPosition(i0);
vec3 p2 = loadPosition(i2);
vec3 center = (((p0 + p2) + p1) / 3.0f);
vec3 voxelPos = toVoxelPos(p1);
uint lIndex = toIndex1D(uniforms.gridSize, p0);
int triangleOffset = atomicAdd(LUT.values[i1], 1);
}
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main_count(tint_symbol_1 tint_symbol) {
main_count_inner(tint_symbol.GlobalInvocationID);
return;
}
void main() {
tint_symbol_1 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
main_count(inputs);
}

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#version 310 es
precision mediump float;
uniform highp sampler2D randomTexture;
uniform highp sampler2D depthTexture;
struct tint_symbol_2 {
vec2 vUV;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 tint_symbol_inner(vec2 vUV) {
vec3 random = texture(randomTexture, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
bool tint_tmp_2 = (offset.x < 0.0f);
if (!tint_tmp_2) {
tint_tmp_2 = (offset.y < 0.0f);
}
bool tint_tmp_1 = (tint_tmp_2);
if (!tint_tmp_1) {
tint_tmp_1 = (offset.x > 1.0f);
}
bool tint_tmp = (tint_tmp_1);
if (!tint_tmp) {
tint_tmp = (offset.y > 1.0f);
}
if ((tint_tmp)) {
i = (i + 1);
continue;
}
float sampleDepth = texture(depthTexture, offset.xy).r;
i = (i + 1);
}
return vec4(1.0f);
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
vec4 inner_result = tint_symbol_inner(tint_symbol_1.vUV);
tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
in vec2 vUV;
out vec4 value;
void main() {
tint_symbol_2 inputs;
inputs.vUV = vUV;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
value = outputs.value;
}

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#version 310 es
precision mediump float;
struct Simulation {
uint i;
};
struct Particle {
vec3 position[8];
float lifetime;
vec4 color;
vec3 velocity;
};
layout (binding = 3) buffer Particles_1 {
Particle p[];
} particles;
layout (binding = 4) uniform Simulation_1 {
uint i;
} sim;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
Particle particle = particles.p[0];
particle.position[sim.i] = particle.position[sim.i];
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i][0] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[0][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i] = vec4(1.0f);
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i][0] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[0][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i] = vec4(1.0f);
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
int foo() {
return 1;
}
void tint_symbol() {
float arr[4] = float[4](0.0f, 0.0f, 0.0f, 0.0f);
int a_save = foo();
{
for(; ; ) {
float x = arr[a_save];
break;
}
}
return;
}
void main() {
tint_symbol();
}

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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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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();
}

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);
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.

View File

@ -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();
}

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();
}

View File

@ -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();
}

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);
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);
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.

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 = 1;
int b = 0;
int 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 = 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.

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 = 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();
}

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);
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);
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);
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);
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);
return;
}
void main() {
f();
}

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