| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct frexp_result_f32 { |
| float f; |
| }; |
| |
| struct frexp_result_f32_1 { |
| float fract; |
| int exp; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| frexp_result_f32 a = frexp_result_f32(0.0f); |
| frexp_result_f32_1 b = frexp_result_f32_1(0.5f, 1); |
| vec4 main() { |
| return vec4(a.f, b.fract, 0.0f, 0.0f); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:4: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |