Results for spec/glsl-1.30/compiler/built-in-functions/lessThan-uvec3-uvec3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.97855091095
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/lessThan-uvec3-uvec3.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/lessThan-uvec3-uvec3.vert: Vertex shader failed to compile with the following errors:
  • ERROR: 0:21: error(#185) Array size must be a constant integer expression
  • ERROR: 0:22: error(#185) Array size must be a constant integer expression
  • ERROR: 0:23: error(#185) Array size must be a constant integer expression
  • ERROR: 0:24: error(#185) Array size must be a constant integer expression
  • ERROR: 0:25: error(#185) Array size must be a constant integer expression
  • ERROR: 0:26: error(#185) Array size must be a constant integer expression
  • ERROR: 0:27: error(#185) Array size must be a constant integer expression
  • ERROR: 0:28: error(#185) Array size must be a constant integer expression
  • ERROR: 0:29: error(#185) Array size must be a constant integer expression
  • ERROR: error(#273) 9 compilation errors.  No code generated
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/lessThan-uvec3-uvec3.vert: Vertex shader failed to compile with the following errors:
ERROR: 0:21: error(#185) Array size must be a constant integer expression
ERROR: 0:22: error(#185) Array size must be a constant integer expression
ERROR: 0:23: error(#185) Array size must be a constant integer expression
ERROR: 0:24: error(#185) Array size must be a constant integer expression
ERROR: 0:25: error(#185) Array size must be a constant integer expression
ERROR: 0:26: error(#185) Array size must be a constant integer expression
ERROR: 0:27: error(#185) Array size must be a constant integer expression
ERROR: 0:28: error(#185) Array size must be a constant integer expression
ERROR: 0:29: error(#185) Array size must be a constant integer expression
ERROR: error(#273) 9 compilation errors.  No code generated



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.30
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * lessThan(uvec3(0u, 0u, 0u), uvec3(0u, 1u, 2u)) => bvec3(false, true, true)
 * lessThan(uvec3(0u, 0u, 1u), uvec3(5u, 34u, 0u)) => bvec3(true, true, false)
 * lessThan(uvec3(1u, 1u, 1u), uvec3(1u, 2u, 5u)) => bvec3(false, true, true)
 * lessThan(uvec3(1u, 2u, 2u), uvec3(34u, 0u, 1u)) => bvec3(true, false, false)
 * lessThan(uvec3(2u, 2u, 2u), uvec3(2u, 5u, 34u)) => bvec3(false, true, true)
 * lessThan(uvec3(5u, 5u, 5u), uvec3(0u, 1u, 2u)) => bvec3(false, false, false)
 * lessThan(uvec3(5u, 5u, 34u), uvec3(5u, 34u, 0u)) => bvec3(false, true, false)
 * lessThan(uvec3(34u, 34u, 34u), uvec3(1u, 2u, 5u)) => bvec3(false, false, false)
 * lessThan(uvec3(34u, 0u, 0u), uvec3(34u, 0u, 1u)) => bvec3(false, false, true)
 */
#version 130

void main()
{
  float[all(equal(lessThan(uvec3(0u, 0u, 0u), uvec3(0u, 1u, 2u)), bvec3(false, true, true))) ? 1 : -1] array0;
  float[all(equal(lessThan(uvec3(0u, 0u, 1u), uvec3(5u, 34u, 0u)), bvec3(true, true, false))) ? 1 : -1] array1;
  float[all(equal(lessThan(uvec3(1u, 1u, 1u), uvec3(1u, 2u, 5u)), bvec3(false, true, true))) ? 1 : -1] array2;
  float[all(equal(lessThan(uvec3(1u, 2u, 2u), uvec3(34u, 0u, 1u)), bvec3(true, false, false))) ? 1 : -1] array3;
  float[all(equal(lessThan(uvec3(2u, 2u, 2u), uvec3(2u, 5u, 34u)), bvec3(false, true, true))) ? 1 : -1] array4;
  float[all(equal(lessThan(uvec3(5u, 5u, 5u), uvec3(0u, 1u, 2u)), bvec3(false, false, false))) ? 1 : -1] array5;
  float[all(equal(lessThan(uvec3(5u, 5u, 34u), uvec3(5u, 34u, 0u)), bvec3(false, true, false))) ? 1 : -1] array6;
  float[all(equal(lessThan(uvec3(34u, 34u, 34u), uvec3(1u, 2u, 5u)), bvec3(false, false, false))) ? 1 : -1] array7;
  float[all(equal(lessThan(uvec3(34u, 0u, 0u), uvec3(34u, 0u, 1u)), bvec3(false, false, true))) ? 1 : -1] array8;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length());
}

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