Results for spec/glsl-1.30/compiler/built-in-functions/min-ivec3-int.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.902574062347
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/min-ivec3-int.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/min-ivec3-int.vert: Vertex shader failed to compile with the following errors:
  • ERROR: 0:33: error(#185) Array size must be a constant integer expression
  • ERROR: 0:34: error(#185) Array size must be a constant integer expression
  • ERROR: 0:35: error(#185) Array size must be a constant integer expression
  • ERROR: 0:36: error(#185) Array size must be a constant integer expression
  • ERROR: 0:37: error(#185) Array size must be a constant integer expression
  • ERROR: 0:38: error(#185) Array size must be a constant integer expression
  • ERROR: 0:39: error(#185) Array size must be a constant integer expression
  • ERROR: 0:40: error(#185) Array size must be a constant integer expression
  • ERROR: 0:41: error(#185) Array size must be a constant integer expression
  • ERROR: 0:42: error(#185) Array size must be a constant integer expression
  • ERROR: 0:43: error(#185) Array size must be a constant integer expression
  • ERROR: 0:44: error(#185) Array size must be a constant integer expression
  • ERROR: 0:45: error(#185) Array size must be a constant integer expression
  • ERROR: 0:46: error(#185) Array size must be a constant integer expression
  • ERROR: 0:47: error(#185) Array size must be a constant integer expression
  • ERROR: 0:48: error(#185) Array size must be a constant integer expression
  • ERROR: 0:49: error(#185) Array size must be a constant integer expression
  • ERROR: 0:50: error(#185) Array size must be a constant integer expression
  • ERROR: 0:51: error(#185) Array size must be a constant integer expression
  • ERROR: 0:52: error(#185) Array size must be a constant integer expression
  • ERROR: 0:53: error(#185) Array size must be a constant integer expression
  • ERROR: error(#273) 21 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/min-ivec3-int.vert: Vertex shader failed to compile with the following errors:
ERROR: 0:33: error(#185) Array size must be a constant integer expression
ERROR: 0:34: error(#185) Array size must be a constant integer expression
ERROR: 0:35: error(#185) Array size must be a constant integer expression
ERROR: 0:36: error(#185) Array size must be a constant integer expression
ERROR: 0:37: error(#185) Array size must be a constant integer expression
ERROR: 0:38: error(#185) Array size must be a constant integer expression
ERROR: 0:39: error(#185) Array size must be a constant integer expression
ERROR: 0:40: error(#185) Array size must be a constant integer expression
ERROR: 0:41: error(#185) Array size must be a constant integer expression
ERROR: 0:42: error(#185) Array size must be a constant integer expression
ERROR: 0:43: error(#185) Array size must be a constant integer expression
ERROR: 0:44: error(#185) Array size must be a constant integer expression
ERROR: 0:45: error(#185) Array size must be a constant integer expression
ERROR: 0:46: error(#185) Array size must be a constant integer expression
ERROR: 0:47: error(#185) Array size must be a constant integer expression
ERROR: 0:48: error(#185) Array size must be a constant integer expression
ERROR: 0:49: error(#185) Array size must be a constant integer expression
ERROR: 0:50: error(#185) Array size must be a constant integer expression
ERROR: 0:51: error(#185) Array size must be a constant integer expression
ERROR: 0:52: error(#185) Array size must be a constant integer expression
ERROR: 0:53: error(#185) Array size must be a constant integer expression
ERROR: error(#273) 21 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:
 * min(ivec3(-5, -2, -1), -5) => ivec3(-5, -5, -5)
 * min(ivec3(0, 1, 2), -5) => ivec3(-5, -5, -5)
 * min(ivec3(5, -5, -2), -5) => ivec3(-5, -5, -5)
 * min(ivec3(-5, -2, -1), -2) => ivec3(-5, -2, -2)
 * min(ivec3(0, 1, 2), -2) => ivec3(-2, -2, -2)
 * min(ivec3(5, -5, -2), -2) => ivec3(-2, -5, -2)
 * min(ivec3(-5, -2, -1), -1) => ivec3(-5, -2, -1)
 * min(ivec3(0, 1, 2), -1) => ivec3(-1, -1, -1)
 * min(ivec3(5, -5, -2), -1) => ivec3(-1, -5, -2)
 * min(ivec3(-5, -2, -1), 0) => ivec3(-5, -2, -1)
 * min(ivec3(0, 1, 2), 0) => ivec3(0, 0, 0)
 * min(ivec3(5, -5, -2), 0) => ivec3(0, -5, -2)
 * min(ivec3(-5, -2, -1), 1) => ivec3(-5, -2, -1)
 * min(ivec3(0, 1, 2), 1) => ivec3(0, 1, 1)
 * min(ivec3(5, -5, -2), 1) => ivec3(1, -5, -2)
 * min(ivec3(-5, -2, -1), 2) => ivec3(-5, -2, -1)
 * min(ivec3(0, 1, 2), 2) => ivec3(0, 1, 2)
 * min(ivec3(5, -5, -2), 2) => ivec3(2, -5, -2)
 * min(ivec3(-5, -2, -1), 5) => ivec3(-5, -2, -1)
 * min(ivec3(0, 1, 2), 5) => ivec3(0, 1, 2)
 * min(ivec3(5, -5, -2), 5) => ivec3(5, -5, -2)
 */
#version 130

void main()
{
  float[all(equal(min(ivec3(-5, -2, -1), -5), ivec3(-5, -5, -5))) ? 1 : -1] array0;
  float[all(equal(min(ivec3(0, 1, 2), -5), ivec3(-5, -5, -5))) ? 1 : -1] array1;
  float[all(equal(min(ivec3(5, -5, -2), -5), ivec3(-5, -5, -5))) ? 1 : -1] array2;
  float[all(equal(min(ivec3(-5, -2, -1), -2), ivec3(-5, -2, -2))) ? 1 : -1] array3;
  float[all(equal(min(ivec3(0, 1, 2), -2), ivec3(-2, -2, -2))) ? 1 : -1] array4;
  float[all(equal(min(ivec3(5, -5, -2), -2), ivec3(-2, -5, -2))) ? 1 : -1] array5;
  float[all(equal(min(ivec3(-5, -2, -1), -1), ivec3(-5, -2, -1))) ? 1 : -1] array6;
  float[all(equal(min(ivec3(0, 1, 2), -1), ivec3(-1, -1, -1))) ? 1 : -1] array7;
  float[all(equal(min(ivec3(5, -5, -2), -1), ivec3(-1, -5, -2))) ? 1 : -1] array8;
  float[all(equal(min(ivec3(-5, -2, -1), 0), ivec3(-5, -2, -1))) ? 1 : -1] array9;
  float[all(equal(min(ivec3(0, 1, 2), 0), ivec3(0, 0, 0))) ? 1 : -1] array10;
  float[all(equal(min(ivec3(5, -5, -2), 0), ivec3(0, -5, -2))) ? 1 : -1] array11;
  float[all(equal(min(ivec3(-5, -2, -1), 1), ivec3(-5, -2, -1))) ? 1 : -1] array12;
  float[all(equal(min(ivec3(0, 1, 2), 1), ivec3(0, 1, 1))) ? 1 : -1] array13;
  float[all(equal(min(ivec3(5, -5, -2), 1), ivec3(1, -5, -2))) ? 1 : -1] array14;
  float[all(equal(min(ivec3(-5, -2, -1), 2), ivec3(-5, -2, -1))) ? 1 : -1] array15;
  float[all(equal(min(ivec3(0, 1, 2), 2), ivec3(0, 1, 2))) ? 1 : -1] array16;
  float[all(equal(min(ivec3(5, -5, -2), 2), ivec3(2, -5, -2))) ? 1 : -1] array17;
  float[all(equal(min(ivec3(-5, -2, -1), 5), ivec3(-5, -2, -1))) ? 1 : -1] array18;
  float[all(equal(min(ivec3(0, 1, 2), 5), ivec3(0, 1, 2))) ? 1 : -1] array19;
  float[all(equal(min(ivec3(5, -5, -2), 5), ivec3(5, -5, -2))) ? 1 : -1] array20;
  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() + array16.length() + array17.length() + array18.length() + array19.length() + array20.length());
}

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