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Bug: tint:1301 Change-Id: Id3a591a2fa0dfdb112046d5c57defbae07483e0d Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69480 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
113 lines
2.4 KiB
GLSL
113 lines
2.4 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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vec2 tint_unpack2x16float(uint param_0) {
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uint i = param_0;
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return f16tof32(uint2(i & 0xffff, i >> 16));
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}
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void unpack2x16float_32a5cf() {
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vec2 res = tint_unpack2x16float(1u);
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}
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struct tint_symbol {
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vec4 value;
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};
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vec4 vertex_main_inner() {
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unpack2x16float_32a5cf();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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vec4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void main() {
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tint_symbol outputs;
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outputs = vertex_main();
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gl_Position = outputs.value;
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gl_Position.y = -gl_Position.y;
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}
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Error parsing GLSL shader:
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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)
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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vec2 tint_unpack2x16float(uint param_0) {
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uint i = param_0;
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return f16tof32(uint2(i & 0xffff, i >> 16));
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}
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void unpack2x16float_32a5cf() {
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vec2 res = tint_unpack2x16float(1u);
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}
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struct tint_symbol {
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vec4 value;
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};
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void fragment_main() {
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unpack2x16float_32a5cf();
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return;
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}
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void main() {
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fragment_main();
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}
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Error parsing GLSL shader:
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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)
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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vec2 tint_unpack2x16float(uint param_0) {
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uint i = param_0;
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return f16tof32(uint2(i & 0xffff, i >> 16));
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}
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void unpack2x16float_32a5cf() {
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vec2 res = tint_unpack2x16float(1u);
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}
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struct tint_symbol {
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vec4 value;
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};
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void compute_main() {
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unpack2x16float_32a5cf();
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return;
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}
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void main() {
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compute_main();
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}
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Error parsing GLSL shader:
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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)
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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