Results for spec/glsl-1.30/compiler/built-in-functions/op-bitand-uvec4-uint.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.866219997406
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-uvec4-uint.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitand-uvec4-uint.vert: Vertex shader failed to compile with the following errors:
  • 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: 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: error(#273) 10 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/op-bitand-uvec4-uint.vert: Vertex shader failed to compile with the following errors:
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: 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: error(#273) 10 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:
 * (uvec4(66u, 72u, 87u, 75u) & 0u) => uvec4(0u, 0u, 0u, 0u)
 * (uvec4(66u, 72u, 87u, 75u) & 6u) => uvec4(2u, 0u, 6u, 2u)
 * (uvec4(66u, 72u, 87u, 75u) & 12u) => uvec4(0u, 8u, 4u, 8u)
 * (uvec4(66u, 72u, 87u, 75u) & 32u) => uvec4(0u, 0u, 0u, 0u)
 * (uvec4(66u, 72u, 87u, 75u) & 74u) => uvec4(66u, 72u, 66u, 74u)
 * (uvec4(24u, 40u, 23u, 74u) & 0u) => uvec4(0u, 0u, 0u, 0u)
 * (uvec4(24u, 40u, 23u, 74u) & 6u) => uvec4(0u, 0u, 6u, 2u)
 * (uvec4(24u, 40u, 23u, 74u) & 12u) => uvec4(8u, 8u, 4u, 8u)
 * (uvec4(24u, 40u, 23u, 74u) & 32u) => uvec4(0u, 32u, 0u, 0u)
 * (uvec4(24u, 40u, 23u, 74u) & 74u) => uvec4(8u, 8u, 2u, 74u)
 */
#version 130

void main()
{
  float[all(equal((uvec4(66u, 72u, 87u, 75u) & 0u), uvec4(0u, 0u, 0u, 0u))) ? 1 : -1] array0;
  float[all(equal((uvec4(66u, 72u, 87u, 75u) & 6u), uvec4(2u, 0u, 6u, 2u))) ? 1 : -1] array1;
  float[all(equal((uvec4(66u, 72u, 87u, 75u) & 12u), uvec4(0u, 8u, 4u, 8u))) ? 1 : -1] array2;
  float[all(equal((uvec4(66u, 72u, 87u, 75u) & 32u), uvec4(0u, 0u, 0u, 0u))) ? 1 : -1] array3;
  float[all(equal((uvec4(66u, 72u, 87u, 75u) & 74u), uvec4(66u, 72u, 66u, 74u))) ? 1 : -1] array4;
  float[all(equal((uvec4(24u, 40u, 23u, 74u) & 0u), uvec4(0u, 0u, 0u, 0u))) ? 1 : -1] array5;
  float[all(equal((uvec4(24u, 40u, 23u, 74u) & 6u), uvec4(0u, 0u, 6u, 2u))) ? 1 : -1] array6;
  float[all(equal((uvec4(24u, 40u, 23u, 74u) & 12u), uvec4(8u, 8u, 4u, 8u))) ? 1 : -1] array7;
  float[all(equal((uvec4(24u, 40u, 23u, 74u) & 32u), uvec4(0u, 32u, 0u, 0u))) ? 1 : -1] array8;
  float[all(equal((uvec4(24u, 40u, 23u, 74u) & 74u), uvec4(8u, 8u, 2u, 74u))) ? 1 : -1] array9;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length());
}

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