Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.842909097672 |
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-ivec3.vert pass 1.30 |
errors |
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info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/min-ivec3-ivec3.vert: Vertex shader failed to compile with the following errors: ERROR: 0:29: error(#185) Array size must be a constant integer expression ERROR: 0:30: error(#185) Array size must be a constant integer expression ERROR: 0:31: error(#185) Array size must be a constant integer expression ERROR: 0:32: error(#185) Array size must be a constant integer expression 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: error(#273) 17 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, -5, -5), ivec3(-5, -2, -1)) => ivec3(-5, -5, -5) * min(ivec3(-5, -5, -5), ivec3(0, 1, 2)) => ivec3(-5, -5, -5) * min(ivec3(-5, -2, -2), ivec3(5, -5, -2)) => ivec3(-5, -5, -2) * min(ivec3(-2, -2, -2), ivec3(-1, 0, 1)) => ivec3(-2, -2, -2) * min(ivec3(-2, -2, -1), ivec3(2, 5, -5)) => ivec3(-2, -2, -5) * min(ivec3(-1, -1, -1), ivec3(-2, -1, 0)) => ivec3(-2, -1, -1) * min(ivec3(-1, -1, -1), ivec3(1, 2, 5)) => ivec3(-1, -1, -1) * min(ivec3(0, 0, 0), ivec3(-5, -2, -1)) => ivec3(-5, -2, -1) * min(ivec3(0, 0, 0), ivec3(0, 1, 2)) => ivec3(0, 0, 0) * min(ivec3(0, 1, 1), ivec3(5, -5, -2)) => ivec3(0, -5, -2) * min(ivec3(1, 1, 1), ivec3(-1, 0, 1)) => ivec3(-1, 0, 1) * min(ivec3(1, 1, 2), ivec3(2, 5, -5)) => ivec3(1, 1, -5) * min(ivec3(2, 2, 2), ivec3(-2, -1, 0)) => ivec3(-2, -1, 0) * min(ivec3(2, 2, 2), ivec3(1, 2, 5)) => ivec3(1, 2, 2) * min(ivec3(5, 5, 5), ivec3(-5, -2, -1)) => ivec3(-5, -2, -1) * min(ivec3(5, 5, 5), ivec3(0, 1, 2)) => ivec3(0, 1, 2) * min(ivec3(5, -5, -5), ivec3(5, -5, -2)) => ivec3(5, -5, -5) */ #version 130 void main() { float[all(equal(min(ivec3(-5, -5, -5), ivec3(-5, -2, -1)), ivec3(-5, -5, -5))) ? 1 : -1] array0; float[all(equal(min(ivec3(-5, -5, -5), ivec3(0, 1, 2)), ivec3(-5, -5, -5))) ? 1 : -1] array1; float[all(equal(min(ivec3(-5, -2, -2), ivec3(5, -5, -2)), ivec3(-5, -5, -2))) ? 1 : -1] array2; float[all(equal(min(ivec3(-2, -2, -2), ivec3(-1, 0, 1)), ivec3(-2, -2, -2))) ? 1 : -1] array3; float[all(equal(min(ivec3(-2, -2, -1), ivec3(2, 5, -5)), ivec3(-2, -2, -5))) ? 1 : -1] array4; float[all(equal(min(ivec3(-1, -1, -1), ivec3(-2, -1, 0)), ivec3(-2, -1, -1))) ? 1 : -1] array5; float[all(equal(min(ivec3(-1, -1, -1), ivec3(1, 2, 5)), ivec3(-1, -1, -1))) ? 1 : -1] array6; float[all(equal(min(ivec3(0, 0, 0), ivec3(-5, -2, -1)), ivec3(-5, -2, -1))) ? 1 : -1] array7; float[all(equal(min(ivec3(0, 0, 0), ivec3(0, 1, 2)), ivec3(0, 0, 0))) ? 1 : -1] array8; float[all(equal(min(ivec3(0, 1, 1), ivec3(5, -5, -2)), ivec3(0, -5, -2))) ? 1 : -1] array9; float[all(equal(min(ivec3(1, 1, 1), ivec3(-1, 0, 1)), ivec3(-1, 0, 1))) ? 1 : -1] array10; float[all(equal(min(ivec3(1, 1, 2), ivec3(2, 5, -5)), ivec3(1, 1, -5))) ? 1 : -1] array11; float[all(equal(min(ivec3(2, 2, 2), ivec3(-2, -1, 0)), ivec3(-2, -1, 0))) ? 1 : -1] array12; float[all(equal(min(ivec3(2, 2, 2), ivec3(1, 2, 5)), ivec3(1, 2, 2))) ? 1 : -1] array13; float[all(equal(min(ivec3(5, 5, 5), ivec3(-5, -2, -1)), ivec3(-5, -2, -1))) ? 1 : -1] array14; float[all(equal(min(ivec3(5, 5, 5), ivec3(0, 1, 2)), ivec3(0, 1, 2))) ? 1 : -1] array15; float[all(equal(min(ivec3(5, -5, -5), ivec3(5, -5, -2)), ivec3(5, -5, -5))) ? 1 : -1] array16; 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()); } |