blob: 8e2b8dcd3719ff8f1b206a8e68066fd0f81d3e9d [file] [log] [blame]
SKIP: FAILED
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_3dd21e() {
f16vec4 arg_0 = f16vec4(1.0hf);
frexp_result_vec4_f16 res = frexp(arg_0);
}
void main() {
frexp_3dd21e();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_3dd21e();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_3dd21e();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:18: 'frexp' : no matching overloaded function found
ERROR: 0:18: '=' : cannot convert from ' const float' to ' temp structure{ global 4-component vector of float16_t fract, global mediump 4-component vector of int exp}'
ERROR: 0:18: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_3dd21e() {
f16vec4 arg_0 = f16vec4(1.0hf);
frexp_result_vec4_f16 res = frexp(arg_0);
}
void main() {
frexp_3dd21e();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_3dd21e();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_3dd21e();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:18: 'frexp' : no matching overloaded function found
ERROR: 0:18: '=' : cannot convert from ' const float' to ' temp structure{ global 4-component vector of float16_t fract, global highp 4-component vector of int exp}'
ERROR: 0:18: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void frexp_3dd21e() {
f16vec4 arg_0 = f16vec4(1.0hf);
frexp_result_vec4_f16 res = frexp(arg_0);
}
void main() {
frexp_3dd21e();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_3dd21e();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_3dd21e();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:18: 'frexp' : no matching overloaded function found
ERROR: 0:18: '=' : cannot convert from ' const float' to ' temp structure{ global 4-component vector of float16_t fract, global highp 4-component vector of int exp}'
ERROR: 0:18: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1