Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.129573106766 |
| note | Returncode was 1 |
| command | /usr/local/src/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-add-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-add-uvec3-uint.vert: 0(22) : error C1307: non constant expression for array size
0(23) : error C1307: non constant expression for array size
0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
0(26) : error C1307: non constant expression for array size
0(27) : error C1307: non constant expression for array size
0(28) : error C1307: non constant expression for array size
0(29) : error C1307: non constant expression for array size
0(30) : error C1307: non constant expression for array size
0(31) : error C1307: non constant expression for array size
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.30
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* (uvec3(36u, 32u, 88u) + 0u) => uvec3(36u, 32u, 88u)
* (uvec3(36u, 32u, 88u) + 6u) => uvec3(42u, 38u, 94u)
* (uvec3(36u, 32u, 88u) + 12u) => uvec3(48u, 44u, 100u)
* (uvec3(36u, 32u, 88u) + 32u) => uvec3(68u, 64u, 120u)
* (uvec3(36u, 32u, 88u) + 74u) => uvec3(110u, 106u, 162u)
* (uvec3(59u, 77u, 68u) + 0u) => uvec3(59u, 77u, 68u)
* (uvec3(59u, 77u, 68u) + 6u) => uvec3(65u, 83u, 74u)
* (uvec3(59u, 77u, 68u) + 12u) => uvec3(71u, 89u, 80u)
* (uvec3(59u, 77u, 68u) + 32u) => uvec3(91u, 109u, 100u)
* (uvec3(59u, 77u, 68u) + 74u) => uvec3(133u, 151u, 142u)
*/
#version 130
void main()
{
float[all(equal((uvec3(36u, 32u, 88u) + 0u), uvec3(36u, 32u, 88u))) ? 1 : -1] array0;
float[all(equal((uvec3(36u, 32u, 88u) + 6u), uvec3(42u, 38u, 94u))) ? 1 : -1] array1;
float[all(equal((uvec3(36u, 32u, 88u) + 12u), uvec3(48u, 44u, 100u))) ? 1 : -1] array2;
float[all(equal((uvec3(36u, 32u, 88u) + 32u), uvec3(68u, 64u, 120u))) ? 1 : -1] array3;
float[all(equal((uvec3(36u, 32u, 88u) + 74u), uvec3(110u, 106u, 162u))) ? 1 : -1] array4;
float[all(equal((uvec3(59u, 77u, 68u) + 0u), uvec3(59u, 77u, 68u))) ? 1 : -1] array5;
float[all(equal((uvec3(59u, 77u, 68u) + 6u), uvec3(65u, 83u, 74u))) ? 1 : -1] array6;
float[all(equal((uvec3(59u, 77u, 68u) + 12u), uvec3(71u, 89u, 80u))) ? 1 : -1] array7;
float[all(equal((uvec3(59u, 77u, 68u) + 32u), uvec3(91u, 109u, 100u))) ? 1 : -1] array8;
float[all(equal((uvec3(59u, 77u, 68u) + 74u), uvec3(133u, 151u, 142u))) ? 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());
}
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