Results for spec/glsl-1.30/compiler/built-in-functions/op-bitor-uint-uvec3.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 1.04343295097
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitor-uint-uvec3.frag pass 1.30
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitor-uint-uvec3.frag: Fragment 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 fragment shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitor-uint-uvec3.frag: Fragment 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:
 * (0u | uvec3(36u, 32u, 88u)) => uvec3(36u, 32u, 88u)
 * (0u | uvec3(59u, 77u, 68u)) => uvec3(59u, 77u, 68u)
 * (6u | uvec3(36u, 32u, 88u)) => uvec3(38u, 38u, 94u)
 * (6u | uvec3(59u, 77u, 68u)) => uvec3(63u, 79u, 70u)
 * (12u | uvec3(36u, 32u, 88u)) => uvec3(44u, 44u, 92u)
 * (12u | uvec3(59u, 77u, 68u)) => uvec3(63u, 77u, 76u)
 * (32u | uvec3(36u, 32u, 88u)) => uvec3(36u, 32u, 120u)
 * (32u | uvec3(59u, 77u, 68u)) => uvec3(59u, 109u, 100u)
 * (74u | uvec3(36u, 32u, 88u)) => uvec3(110u, 106u, 90u)
 * (74u | uvec3(59u, 77u, 68u)) => uvec3(123u, 79u, 78u)
 */
#version 130

void main()
{
  float[all(equal((0u | uvec3(36u, 32u, 88u)), uvec3(36u, 32u, 88u))) ? 1 : -1] array0;
  float[all(equal((0u | uvec3(59u, 77u, 68u)), uvec3(59u, 77u, 68u))) ? 1 : -1] array1;
  float[all(equal((6u | uvec3(36u, 32u, 88u)), uvec3(38u, 38u, 94u))) ? 1 : -1] array2;
  float[all(equal((6u | uvec3(59u, 77u, 68u)), uvec3(63u, 79u, 70u))) ? 1 : -1] array3;
  float[all(equal((12u | uvec3(36u, 32u, 88u)), uvec3(44u, 44u, 92u))) ? 1 : -1] array4;
  float[all(equal((12u | uvec3(59u, 77u, 68u)), uvec3(63u, 77u, 76u))) ? 1 : -1] array5;
  float[all(equal((32u | uvec3(36u, 32u, 88u)), uvec3(36u, 32u, 120u))) ? 1 : -1] array6;
  float[all(equal((32u | uvec3(59u, 77u, 68u)), uvec3(59u, 109u, 100u))) ? 1 : -1] array7;
  float[all(equal((74u | uvec3(36u, 32u, 88u)), uvec3(110u, 106u, 90u))) ? 1 : -1] array8;
  float[all(equal((74u | uvec3(59u, 77u, 68u)), uvec3(123u, 79u, 78u))) ? 1 : -1] array9;
  gl_FragColor = 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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