Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 1.03928303719 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-lshift-ivec3-ivec3.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-lshift-ivec3-ivec3.vert: Vertex shader failed to compile with the following errors: ERROR: 0:20: error(#185) Array size must be a constant integer expression ERROR: 0:21: error(#185) Array size must be a constant integer expression 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: error(#273) 8 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: * (ivec3(22, -23, 4) << ivec3(22, 23, 4)) => ivec3(92274688, -192937984, 64) * (ivec3(22, -23, 4) << ivec3(19, 1, 13)) => ivec3(11534336, -46, 32768) * (ivec3(22, 23, 4) << ivec3(22, 23, 4)) => ivec3(92274688, 192937984, 64) * (ivec3(22, 23, 4) << ivec3(19, 1, 13)) => ivec3(11534336, 46, 32768) * (ivec3(-19, 1, -13) << ivec3(22, 23, 4)) => ivec3(-79691776, 8388608, -208) * (ivec3(-19, 1, -13) << ivec3(19, 1, 13)) => ivec3(-9961472, 2, -106496) * (ivec3(19, 1, 13) << ivec3(22, 23, 4)) => ivec3(79691776, 8388608, 208) * (ivec3(19, 1, 13) << ivec3(19, 1, 13)) => ivec3(9961472, 2, 106496) */ #version 130 void main() { float[all(equal((ivec3(22, -23, 4) << ivec3(22, 23, 4)), ivec3(92274688, -192937984, 64))) ? 1 : -1] array0; float[all(equal((ivec3(22, -23, 4) << ivec3(19, 1, 13)), ivec3(11534336, -46, 32768))) ? 1 : -1] array1; float[all(equal((ivec3(22, 23, 4) << ivec3(22, 23, 4)), ivec3(92274688, 192937984, 64))) ? 1 : -1] array2; float[all(equal((ivec3(22, 23, 4) << ivec3(19, 1, 13)), ivec3(11534336, 46, 32768))) ? 1 : -1] array3; float[all(equal((ivec3(-19, 1, -13) << ivec3(22, 23, 4)), ivec3(-79691776, 8388608, -208))) ? 1 : -1] array4; float[all(equal((ivec3(-19, 1, -13) << ivec3(19, 1, 13)), ivec3(-9961472, 2, -106496))) ? 1 : -1] array5; float[all(equal((ivec3(19, 1, 13) << ivec3(22, 23, 4)), ivec3(79691776, 8388608, 208))) ? 1 : -1] array6; float[all(equal((ivec3(19, 1, 13) << ivec3(19, 1, 13)), ivec3(9961472, 2, 106496))) ? 1 : -1] array7; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length()); } |