Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.9556620121 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-ne-bvec2-bvec2.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-ne-bvec2-bvec2.frag: Fragment shader failed to compile with the following errors: ERROR: 0:29: error(#186) Array size must be a positive integer ERROR: 0:30: error(#186) Array size must be a positive integer ERROR: 0:32: error(#186) Array size must be a positive integer ERROR: 0:35: error(#186) Array size must be a positive integer ERROR: 0:36: error(#186) Array size must be a positive integer ERROR: 0:39: error(#186) Array size must be a positive integer ERROR: 0:41: error(#186) Array size must be a positive integer ERROR: 0:42: error(#186) Array size must be a positive integer ERROR: error(#273) 8 compilation errors. No code generated Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * (bvec2(false, false) != bvec2(false, false)) => false * (bvec2(false, false) != bvec2(false, true)) => true * (bvec2(false, false) != bvec2(true, false)) => true * (bvec2(false, false) != bvec2(true, true)) => true * (bvec2(false, true) != bvec2(false, false)) => true * (bvec2(false, true) != bvec2(false, true)) => false * (bvec2(false, true) != bvec2(true, false)) => true * (bvec2(false, true) != bvec2(true, true)) => true * (bvec2(true, false) != bvec2(false, false)) => true * (bvec2(true, false) != bvec2(false, true)) => true * (bvec2(true, false) != bvec2(true, false)) => false * (bvec2(true, false) != bvec2(true, true)) => true * (bvec2(true, true) != bvec2(false, false)) => true * (bvec2(true, true) != bvec2(false, true)) => true * (bvec2(true, true) != bvec2(true, false)) => true * (bvec2(true, true) != bvec2(true, true)) => false */ #version 120 void main() { float[(bvec2(false, false) != bvec2(false, false)) == false ? 1 : -1] array0; float[(bvec2(false, false) != bvec2(false, true)) == true ? 1 : -1] array1; float[(bvec2(false, false) != bvec2(true, false)) == true ? 1 : -1] array2; float[(bvec2(false, false) != bvec2(true, true)) == true ? 1 : -1] array3; float[(bvec2(false, true) != bvec2(false, false)) == true ? 1 : -1] array4; float[(bvec2(false, true) != bvec2(false, true)) == false ? 1 : -1] array5; float[(bvec2(false, true) != bvec2(true, false)) == true ? 1 : -1] array6; float[(bvec2(false, true) != bvec2(true, true)) == true ? 1 : -1] array7; float[(bvec2(true, false) != bvec2(false, false)) == true ? 1 : -1] array8; float[(bvec2(true, false) != bvec2(false, true)) == true ? 1 : -1] array9; float[(bvec2(true, false) != bvec2(true, false)) == false ? 1 : -1] array10; float[(bvec2(true, false) != bvec2(true, true)) == true ? 1 : -1] array11; float[(bvec2(true, true) != bvec2(false, false)) == true ? 1 : -1] array12; float[(bvec2(true, true) != bvec2(false, true)) == true ? 1 : -1] array13; float[(bvec2(true, true) != bvec2(true, false)) == true ? 1 : -1] array14; float[(bvec2(true, true) != bvec2(true, true)) == false ? 1 : -1] array15; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length() + array12.length() + array13.length() + array14.length() + array15.length()); } |