Results for spec/glsl-1.20/compiler/built-in-functions/any-bvec4.vert

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.232813835144
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/any-bvec4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/any-bvec4.vert: 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
  • 0(32) : error C1307: non constant expression for array size
  • 0(33) : error C1307: non constant expression for array size
  • 0(34) : error C1307: non constant expression for array size
  • 0(35) : error C1307: non constant expression for array size
  • 0(36) : error C1307: non constant expression for array size
  • 0(37) : error C1307: non constant expression for array size
  • 0(38) : error C1307: non constant expression for array size
  • 0(39) : error C1307: non constant expression for array size
  • 0(40) : error C1307: non constant expression for array size
  • 0(41) : error C1307: non constant expression for array size
  • 0(42) : error C1307: non constant expression for array size
  • 0(43) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/any-bvec4.vert: 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
0(32) : error C1307: non constant expression for array size
0(33) : error C1307: non constant expression for array size
0(34) : error C1307: non constant expression for array size
0(35) : error C1307: non constant expression for array size
0(36) : error C1307: non constant expression for array size
0(37) : error C1307: non constant expression for array size
0(38) : error C1307: non constant expression for array size
0(39) : error C1307: non constant expression for array size
0(40) : error C1307: non constant expression for array size
0(41) : error C1307: non constant expression for array size
0(42) : error C1307: non constant expression for array size
0(43) : error C1307: non constant expression for array size



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * any(bvec4(false, false, false, false)) => false
 * any(bvec4(false, false, false, true)) => true
 * any(bvec4(false, false, true, false)) => true
 * any(bvec4(false, false, true, true)) => true
 * any(bvec4(false, true, false, false)) => true
 * any(bvec4(false, true, false, true)) => true
 * any(bvec4(false, true, true, false)) => true
 * any(bvec4(false, true, true, true)) => true
 * any(bvec4(true, false, false, false)) => true
 * any(bvec4(true, false, false, true)) => true
 * any(bvec4(true, false, true, false)) => true
 * any(bvec4(true, false, true, true)) => true
 * any(bvec4(true, true, false, false)) => true
 * any(bvec4(true, true, false, true)) => true
 * any(bvec4(true, true, true, false)) => true
 * any(bvec4(true, true, true, true)) => true
 */
#version 120

void main()
{
  float[any(bvec4(false, false, false, false)) == false ? 1 : -1] array0;
  float[any(bvec4(false, false, false, true)) == true ? 1 : -1] array1;
  float[any(bvec4(false, false, true, false)) == true ? 1 : -1] array2;
  float[any(bvec4(false, false, true, true)) == true ? 1 : -1] array3;
  float[any(bvec4(false, true, false, false)) == true ? 1 : -1] array4;
  float[any(bvec4(false, true, false, true)) == true ? 1 : -1] array5;
  float[any(bvec4(false, true, true, false)) == true ? 1 : -1] array6;
  float[any(bvec4(false, true, true, true)) == true ? 1 : -1] array7;
  float[any(bvec4(true, false, false, false)) == true ? 1 : -1] array8;
  float[any(bvec4(true, false, false, true)) == true ? 1 : -1] array9;
  float[any(bvec4(true, false, true, false)) == true ? 1 : -1] array10;
  float[any(bvec4(true, false, true, true)) == true ? 1 : -1] array11;
  float[any(bvec4(true, true, false, false)) == true ? 1 : -1] array12;
  float[any(bvec4(true, true, false, true)) == true ? 1 : -1] array13;
  float[any(bvec4(true, true, true, false)) == true ? 1 : -1] array14;
  float[any(bvec4(true, true, true, true)) == true ? 1 : -1] array15;
  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() + array12.length() + array13.length() + array14.length() + array15.length());
}

Back to summary