Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 1.15369510651 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-mult-uint-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/op-mult-uint-uvec2.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: * (0u * uvec2(38u, 35u)) => uvec2(0u, 0u) * (0u * uvec2(64u, 9u)) => uvec2(0u, 0u) * (6u * uvec2(38u, 35u)) => uvec2(228u, 210u) * (6u * uvec2(64u, 9u)) => uvec2(384u, 54u) * (12u * uvec2(38u, 35u)) => uvec2(456u, 420u) * (12u * uvec2(64u, 9u)) => uvec2(768u, 108u) * (32u * uvec2(38u, 35u)) => uvec2(1216u, 1120u) * (32u * uvec2(64u, 9u)) => uvec2(2048u, 288u) * (74u * uvec2(38u, 35u)) => uvec2(2812u, 2590u) * (74u * uvec2(64u, 9u)) => uvec2(4736u, 666u) */ #version 130 void main() { float[all(equal((0u * uvec2(38u, 35u)), uvec2(0u, 0u))) ? 1 : -1] array0; float[all(equal((0u * uvec2(64u, 9u)), uvec2(0u, 0u))) ? 1 : -1] array1; float[all(equal((6u * uvec2(38u, 35u)), uvec2(228u, 210u))) ? 1 : -1] array2; float[all(equal((6u * uvec2(64u, 9u)), uvec2(384u, 54u))) ? 1 : -1] array3; float[all(equal((12u * uvec2(38u, 35u)), uvec2(456u, 420u))) ? 1 : -1] array4; float[all(equal((12u * uvec2(64u, 9u)), uvec2(768u, 108u))) ? 1 : -1] array5; float[all(equal((32u * uvec2(38u, 35u)), uvec2(1216u, 1120u))) ? 1 : -1] array6; float[all(equal((32u * uvec2(64u, 9u)), uvec2(2048u, 288u))) ? 1 : -1] array7; float[all(equal((74u * uvec2(38u, 35u)), uvec2(2812u, 2590u))) ? 1 : -1] array8; float[all(equal((74u * uvec2(64u, 9u)), uvec2(4736u, 666u))) ? 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()); } |