Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 1.24643707275 |
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-uvec4-uint.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-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(396u, 432u, 522u, 450u) * (uvec4(66u, 72u, 87u, 75u) * 12u) => uvec4(792u, 864u, 1044u, 900u) * (uvec4(66u, 72u, 87u, 75u) * 32u) => uvec4(2112u, 2304u, 2784u, 2400u) * (uvec4(66u, 72u, 87u, 75u) * 74u) => uvec4(4884u, 5328u, 6438u, 5550u) * (uvec4(24u, 40u, 23u, 74u) * 0u) => uvec4(0u, 0u, 0u, 0u) * (uvec4(24u, 40u, 23u, 74u) * 6u) => uvec4(144u, 240u, 138u, 444u) * (uvec4(24u, 40u, 23u, 74u) * 12u) => uvec4(288u, 480u, 276u, 888u) * (uvec4(24u, 40u, 23u, 74u) * 32u) => uvec4(768u, 1280u, 736u, 2368u) * (uvec4(24u, 40u, 23u, 74u) * 74u) => uvec4(1776u, 2960u, 1702u, 5476u) */ #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(396u, 432u, 522u, 450u))) ? 1 : -1] array1; float[all(equal((uvec4(66u, 72u, 87u, 75u) * 12u), uvec4(792u, 864u, 1044u, 900u))) ? 1 : -1] array2; float[all(equal((uvec4(66u, 72u, 87u, 75u) * 32u), uvec4(2112u, 2304u, 2784u, 2400u))) ? 1 : -1] array3; float[all(equal((uvec4(66u, 72u, 87u, 75u) * 74u), uvec4(4884u, 5328u, 6438u, 5550u))) ? 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(144u, 240u, 138u, 444u))) ? 1 : -1] array6; float[all(equal((uvec4(24u, 40u, 23u, 74u) * 12u), uvec4(288u, 480u, 276u, 888u))) ? 1 : -1] array7; float[all(equal((uvec4(24u, 40u, 23u, 74u) * 32u), uvec4(768u, 1280u, 736u, 2368u))) ? 1 : -1] array8; float[all(equal((uvec4(24u, 40u, 23u, 74u) * 74u), uvec4(1776u, 2960u, 1702u, 5476u))) ? 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()); } |