Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 1.48895406723 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-rshift-uvec3-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-rshift-uvec3-uint.vert: Vertex shader failed to compile with the following errors: 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: 0:32: error(#185) Array size must be a constant integer expression ERROR: 0:33: error(#185) Array size must be a constant integer expression ERROR: 0:34: error(#185) Array size must be a constant integer expression ERROR: 0:35: error(#185) Array size must be a constant integer expression ERROR: error(#273) 12 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: * (uvec3(22u, 23u, 4u) >> 0u) => uvec3(22u, 23u, 4u) * (uvec3(22u, 23u, 4u) >> 1u) => uvec3(11u, 11u, 2u) * (uvec3(22u, 23u, 4u) >> 2u) => uvec3(5u, 5u, 1u) * (uvec3(22u, 23u, 4u) >> 5u) => uvec3(0u, 0u, 0u) * (uvec3(22u, 23u, 4u) >> 25u) => uvec3(0u, 0u, 0u) * (uvec3(22u, 23u, 4u) >> 31u) => uvec3(0u, 0u, 0u) * (uvec3(19u, 1u, 13u) >> 0u) => uvec3(19u, 1u, 13u) * (uvec3(19u, 1u, 13u) >> 1u) => uvec3(9u, 0u, 6u) * (uvec3(19u, 1u, 13u) >> 2u) => uvec3(4u, 0u, 3u) * (uvec3(19u, 1u, 13u) >> 5u) => uvec3(0u, 0u, 0u) * (uvec3(19u, 1u, 13u) >> 25u) => uvec3(0u, 0u, 0u) * (uvec3(19u, 1u, 13u) >> 31u) => uvec3(0u, 0u, 0u) */ #version 130 void main() { float[all(equal((uvec3(22u, 23u, 4u) >> 0u), uvec3(22u, 23u, 4u))) ? 1 : -1] array0; float[all(equal((uvec3(22u, 23u, 4u) >> 1u), uvec3(11u, 11u, 2u))) ? 1 : -1] array1; float[all(equal((uvec3(22u, 23u, 4u) >> 2u), uvec3(5u, 5u, 1u))) ? 1 : -1] array2; float[all(equal((uvec3(22u, 23u, 4u) >> 5u), uvec3(0u, 0u, 0u))) ? 1 : -1] array3; float[all(equal((uvec3(22u, 23u, 4u) >> 25u), uvec3(0u, 0u, 0u))) ? 1 : -1] array4; float[all(equal((uvec3(22u, 23u, 4u) >> 31u), uvec3(0u, 0u, 0u))) ? 1 : -1] array5; float[all(equal((uvec3(19u, 1u, 13u) >> 0u), uvec3(19u, 1u, 13u))) ? 1 : -1] array6; float[all(equal((uvec3(19u, 1u, 13u) >> 1u), uvec3(9u, 0u, 6u))) ? 1 : -1] array7; float[all(equal((uvec3(19u, 1u, 13u) >> 2u), uvec3(4u, 0u, 3u))) ? 1 : -1] array8; float[all(equal((uvec3(19u, 1u, 13u) >> 5u), uvec3(0u, 0u, 0u))) ? 1 : -1] array9; float[all(equal((uvec3(19u, 1u, 13u) >> 25u), uvec3(0u, 0u, 0u))) ? 1 : -1] array10; float[all(equal((uvec3(19u, 1u, 13u) >> 31u), uvec3(0u, 0u, 0u))) ? 1 : -1] array11; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length()); } |