Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.941210031509 |
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-ivec4-ivec4.vert pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-ne-ivec4-ivec4.vert: Vertex shader failed to compile with the following errors: ERROR: 0:29: error(#186) Array size must be a positive integer ERROR: 0:32: error(#186) Array size must be a positive integer ERROR: 0:39: error(#186) Array size must be a positive integer ERROR: 0:42: error(#186) Array size must be a positive integer ERROR: error(#273) 4 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: * (ivec4(-66, 72, 87, -75) != ivec4(-66, 72, 87, -75)) => false * (ivec4(-66, 72, 87, -75) != ivec4(66, 72, 87, 75)) => true * (ivec4(-66, 72, 87, -75) != ivec4(-24, 40, -23, 74)) => true * (ivec4(-66, 72, 87, -75) != ivec4(24, 40, 23, 74)) => true * (ivec4(66, 72, 87, 75) != ivec4(-66, 72, 87, -75)) => true * (ivec4(66, 72, 87, 75) != ivec4(66, 72, 87, 75)) => false * (ivec4(66, 72, 87, 75) != ivec4(-24, 40, -23, 74)) => true * (ivec4(66, 72, 87, 75) != ivec4(24, 40, 23, 74)) => true * (ivec4(-24, 40, -23, 74) != ivec4(-66, 72, 87, -75)) => true * (ivec4(-24, 40, -23, 74) != ivec4(66, 72, 87, 75)) => true * (ivec4(-24, 40, -23, 74) != ivec4(-24, 40, -23, 74)) => false * (ivec4(-24, 40, -23, 74) != ivec4(24, 40, 23, 74)) => true * (ivec4(24, 40, 23, 74) != ivec4(-66, 72, 87, -75)) => true * (ivec4(24, 40, 23, 74) != ivec4(66, 72, 87, 75)) => true * (ivec4(24, 40, 23, 74) != ivec4(-24, 40, -23, 74)) => true * (ivec4(24, 40, 23, 74) != ivec4(24, 40, 23, 74)) => false */ #version 120 void main() { float[(ivec4(-66, 72, 87, -75) != ivec4(-66, 72, 87, -75)) == false ? 1 : -1] array0; float[(ivec4(-66, 72, 87, -75) != ivec4(66, 72, 87, 75)) == true ? 1 : -1] array1; float[(ivec4(-66, 72, 87, -75) != ivec4(-24, 40, -23, 74)) == true ? 1 : -1] array2; float[(ivec4(-66, 72, 87, -75) != ivec4(24, 40, 23, 74)) == true ? 1 : -1] array3; float[(ivec4(66, 72, 87, 75) != ivec4(-66, 72, 87, -75)) == true ? 1 : -1] array4; float[(ivec4(66, 72, 87, 75) != ivec4(66, 72, 87, 75)) == false ? 1 : -1] array5; float[(ivec4(66, 72, 87, 75) != ivec4(-24, 40, -23, 74)) == true ? 1 : -1] array6; float[(ivec4(66, 72, 87, 75) != ivec4(24, 40, 23, 74)) == true ? 1 : -1] array7; float[(ivec4(-24, 40, -23, 74) != ivec4(-66, 72, 87, -75)) == true ? 1 : -1] array8; float[(ivec4(-24, 40, -23, 74) != ivec4(66, 72, 87, 75)) == true ? 1 : -1] array9; float[(ivec4(-24, 40, -23, 74) != ivec4(-24, 40, -23, 74)) == false ? 1 : -1] array10; float[(ivec4(-24, 40, -23, 74) != ivec4(24, 40, 23, 74)) == true ? 1 : -1] array11; float[(ivec4(24, 40, 23, 74) != ivec4(-66, 72, 87, -75)) == true ? 1 : -1] array12; float[(ivec4(24, 40, 23, 74) != ivec4(66, 72, 87, 75)) == true ? 1 : -1] array13; float[(ivec4(24, 40, 23, 74) != ivec4(-24, 40, -23, 74)) == true ? 1 : -1] array14; float[(ivec4(24, 40, 23, 74) != ivec4(24, 40, 23, 74)) == false ? 1 : -1] array15; gl_Position = 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()); } |