Result: fail
Detail | Value |
---|---|
Returncode | 1 |
Time | 0:00:00.267185 |
Stdout |
Testing GL_TEXTURE_2D_ARRAY Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RED Probe color at (16,0) Expected: 127 0 0 255 Observed: 0 0 0 255 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RG Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGB8 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGB16 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGB16F Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGB32F Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGBA8 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGBA16 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGBA16F Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_RGBA32F Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_COMPRESSED_RED Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_COMPRESSED_RG Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_COMPRESSED_RGB Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_COMPRESSED_RGBA Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_LUMINANCE Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_LUMINANCE_ALPHA Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_INTENSITY Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH_COMPONENT Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH_COMPONENT16 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH_COMPONENT24 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH_COMPONENT32F Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH24_STENCIL8 Texture target = GL_TEXTURE_2D_ARRAY, Internal format = GL_DEPTH32F_STENCIL8 |
Stderr |
SWR detected AVX2 vert shader 0x7fb10eee0000 frag shader 0x7fb10eede000 vert shader 0x7fb10eedb000 frag shader 0x7fb10eed9000 fetch shader 0x7fb10eed7000 vert shader 0x7fb10eed5000 frag shader 0x7fb10eed3000 fetch shader 0x7fb10edf5000 vert shader 0x7fb10ed91000 frag shader 0x7fb10ed8f000 fetch shader 0x7fb10ed8d000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 frag shader 0x7fb10ed8f000 vert shader 0x7fb10ed8f000 frag shader 0x7fb10ed8b000 frag shader 0x7fb10ed89000 frag shader 0x7fb10ed87000 frag shader 0x7fb10ed87000 frag shader 0x7fb10ed87000 frag shader 0x7fb10ed87000 swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping frag shader 0x7fb10ed87000 swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping swr: cannot blit stencil, skipping frag shader 0x7fb10ed87000 Mesa: User error: GL_INVALID_ENUM in glCopyTexImage2D(target=GL_TEXTURE_2D_ARRAY) Mesa: User error: GL_INVALID_ENUM in glCopyTexImage2D(target=GL_TEXTURE_2D_ARRAY) Mesa: User error: GL_INVALID_ENUM in glCopyTexImage2D(target=GL_TEXTURE_2D_ARRAY) Mesa: User error: GL_INVALID_ENUM in glCopyTexImage2D(target=GL_TEXTURE_2D_ARRAY) SWR destroy screen! |
Environment |
PIGLIT_SOURCE_DIR="/home/ilia/src/piglit" PIGLIT_PLATFORM="mixed_glx_egl" |
Command | /home/ilia/src/piglit/bin/copyteximage 2D_ARRAY -auto |
dmesg |