Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.948922872543 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitand-ivec2-int.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/op-bitand-ivec2-int.vert: Vertex shader failed to compile with the following errors: 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: 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: error(#273) 15 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: * (ivec2(38, 35) & 12) => ivec2(4, 0) * (ivec2(38, 35) & -6) => ivec2(34, 34) * (ivec2(38, 35) & 74) => ivec2(2, 2) * (ivec2(38, 35) & -32) => ivec2(32, 32) * (ivec2(38, 35) & 0) => ivec2(0, 0) * (ivec2(64, -9) & 12) => ivec2(0, 4) * (ivec2(64, -9) & -6) => ivec2(64, -14) * (ivec2(64, -9) & 74) => ivec2(64, 66) * (ivec2(64, -9) & -32) => ivec2(64, -32) * (ivec2(64, -9) & 0) => ivec2(0, 0) * (ivec2(64, 9) & 12) => ivec2(0, 8) * (ivec2(64, 9) & -6) => ivec2(64, 8) * (ivec2(64, 9) & 74) => ivec2(64, 8) * (ivec2(64, 9) & -32) => ivec2(64, 0) * (ivec2(64, 9) & 0) => ivec2(0, 0) */ #version 130 void main() { float[all(equal((ivec2(38, 35) & 12), ivec2(4, 0))) ? 1 : -1] array0; float[all(equal((ivec2(38, 35) & -6), ivec2(34, 34))) ? 1 : -1] array1; float[all(equal((ivec2(38, 35) & 74), ivec2(2, 2))) ? 1 : -1] array2; float[all(equal((ivec2(38, 35) & -32), ivec2(32, 32))) ? 1 : -1] array3; float[all(equal((ivec2(38, 35) & 0), ivec2(0, 0))) ? 1 : -1] array4; float[all(equal((ivec2(64, -9) & 12), ivec2(0, 4))) ? 1 : -1] array5; float[all(equal((ivec2(64, -9) & -6), ivec2(64, -14))) ? 1 : -1] array6; float[all(equal((ivec2(64, -9) & 74), ivec2(64, 66))) ? 1 : -1] array7; float[all(equal((ivec2(64, -9) & -32), ivec2(64, -32))) ? 1 : -1] array8; float[all(equal((ivec2(64, -9) & 0), ivec2(0, 0))) ? 1 : -1] array9; float[all(equal((ivec2(64, 9) & 12), ivec2(0, 8))) ? 1 : -1] array10; float[all(equal((ivec2(64, 9) & -6), ivec2(64, 8))) ? 1 : -1] array11; float[all(equal((ivec2(64, 9) & 74), ivec2(64, 8))) ? 1 : -1] array12; float[all(equal((ivec2(64, 9) & -32), ivec2(64, 0))) ? 1 : -1] array13; float[all(equal((ivec2(64, 9) & 0), ivec2(0, 0))) ? 1 : -1] array14; 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()); } |