Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.834432840347 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/notEqual-uvec2-uvec2.vert pass 1.30 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/notEqual-uvec2-uvec2.vert: Vertex shader failed to compile with the following errors: 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: 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: error(#273) 13 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: * notEqual(uvec2(0u, 0u), uvec2(0u, 1u)) => bvec2(false, true) * notEqual(uvec2(0u, 0u), uvec2(2u, 5u)) => bvec2(true, true) * notEqual(uvec2(0u, 1u), uvec2(34u, 0u)) => bvec2(true, true) * notEqual(uvec2(1u, 1u), uvec2(1u, 2u)) => bvec2(false, true) * notEqual(uvec2(1u, 1u), uvec2(5u, 34u)) => bvec2(true, true) * notEqual(uvec2(2u, 2u), uvec2(0u, 1u)) => bvec2(true, true) * notEqual(uvec2(2u, 2u), uvec2(2u, 5u)) => bvec2(false, true) * notEqual(uvec2(2u, 5u), uvec2(34u, 0u)) => bvec2(true, true) * notEqual(uvec2(5u, 5u), uvec2(1u, 2u)) => bvec2(true, true) * notEqual(uvec2(5u, 5u), uvec2(5u, 34u)) => bvec2(false, true) * notEqual(uvec2(34u, 34u), uvec2(0u, 1u)) => bvec2(true, true) * notEqual(uvec2(34u, 34u), uvec2(2u, 5u)) => bvec2(true, true) * notEqual(uvec2(34u, 0u), uvec2(34u, 0u)) => bvec2(false, false) */ #version 130 void main() { float[all(equal(notEqual(uvec2(0u, 0u), uvec2(0u, 1u)), bvec2(false, true))) ? 1 : -1] array0; float[all(equal(notEqual(uvec2(0u, 0u), uvec2(2u, 5u)), bvec2(true, true))) ? 1 : -1] array1; float[all(equal(notEqual(uvec2(0u, 1u), uvec2(34u, 0u)), bvec2(true, true))) ? 1 : -1] array2; float[all(equal(notEqual(uvec2(1u, 1u), uvec2(1u, 2u)), bvec2(false, true))) ? 1 : -1] array3; float[all(equal(notEqual(uvec2(1u, 1u), uvec2(5u, 34u)), bvec2(true, true))) ? 1 : -1] array4; float[all(equal(notEqual(uvec2(2u, 2u), uvec2(0u, 1u)), bvec2(true, true))) ? 1 : -1] array5; float[all(equal(notEqual(uvec2(2u, 2u), uvec2(2u, 5u)), bvec2(false, true))) ? 1 : -1] array6; float[all(equal(notEqual(uvec2(2u, 5u), uvec2(34u, 0u)), bvec2(true, true))) ? 1 : -1] array7; float[all(equal(notEqual(uvec2(5u, 5u), uvec2(1u, 2u)), bvec2(true, true))) ? 1 : -1] array8; float[all(equal(notEqual(uvec2(5u, 5u), uvec2(5u, 34u)), bvec2(false, true))) ? 1 : -1] array9; float[all(equal(notEqual(uvec2(34u, 34u), uvec2(0u, 1u)), bvec2(true, true))) ? 1 : -1] array10; float[all(equal(notEqual(uvec2(34u, 34u), uvec2(2u, 5u)), bvec2(true, true))) ? 1 : -1] array11; float[all(equal(notEqual(uvec2(34u, 0u), uvec2(34u, 0u)), bvec2(false, false))) ? 1 : -1] array12; 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()); } |