Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.268530130386 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/notEqual-ivec4-ivec4.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/notEqual-ivec4-ivec4.frag: 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 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 Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * notEqual(ivec4(-5, -5, -5, -5), ivec4(-5, -2, -1, 0)) => bvec4(false, true, true, true) * notEqual(ivec4(-5, -5, -5, -2), ivec4(1, 2, 5, -5)) => bvec4(true, true, true, true) * notEqual(ivec4(-2, -2, -2, -2), ivec4(-2, -1, 0, 1)) => bvec4(false, true, true, true) * notEqual(ivec4(-2, -2, -1, -1), ivec4(2, 5, -5, -2)) => bvec4(true, true, true, true) * notEqual(ivec4(-1, -1, -1, -1), ivec4(-1, 0, 1, 2)) => bvec4(false, true, true, true) * notEqual(ivec4(-1, 0, 0, 0), ivec4(5, -5, -2, -1)) => bvec4(true, true, true, true) * notEqual(ivec4(0, 0, 0, 0), ivec4(0, 1, 2, 5)) => bvec4(false, true, true, true) * notEqual(ivec4(1, 1, 1, 1), ivec4(-5, -2, -1, 0)) => bvec4(true, true, true, true) * notEqual(ivec4(1, 1, 1, 2), ivec4(1, 2, 5, -5)) => bvec4(false, true, true, true) * notEqual(ivec4(2, 2, 2, 2), ivec4(-2, -1, 0, 1)) => bvec4(true, true, true, true) * notEqual(ivec4(2, 2, 5, 5), ivec4(2, 5, -5, -2)) => bvec4(false, true, true, true) * notEqual(ivec4(5, 5, 5, 5), ivec4(-1, 0, 1, 2)) => bvec4(true, true, true, true) * notEqual(ivec4(5, -5, -5, -5), ivec4(5, -5, -2, -1)) => bvec4(false, false, true, true) */ #version 120 void main() { float[all(equal(notEqual(ivec4(-5, -5, -5, -5), ivec4(-5, -2, -1, 0)), bvec4(false, true, true, true))) ? 1 : -1] array0; float[all(equal(notEqual(ivec4(-5, -5, -5, -2), ivec4(1, 2, 5, -5)), bvec4(true, true, true, true))) ? 1 : -1] array1; float[all(equal(notEqual(ivec4(-2, -2, -2, -2), ivec4(-2, -1, 0, 1)), bvec4(false, true, true, true))) ? 1 : -1] array2; float[all(equal(notEqual(ivec4(-2, -2, -1, -1), ivec4(2, 5, -5, -2)), bvec4(true, true, true, true))) ? 1 : -1] array3; float[all(equal(notEqual(ivec4(-1, -1, -1, -1), ivec4(-1, 0, 1, 2)), bvec4(false, true, true, true))) ? 1 : -1] array4; float[all(equal(notEqual(ivec4(-1, 0, 0, 0), ivec4(5, -5, -2, -1)), bvec4(true, true, true, true))) ? 1 : -1] array5; float[all(equal(notEqual(ivec4(0, 0, 0, 0), ivec4(0, 1, 2, 5)), bvec4(false, true, true, true))) ? 1 : -1] array6; float[all(equal(notEqual(ivec4(1, 1, 1, 1), ivec4(-5, -2, -1, 0)), bvec4(true, true, true, true))) ? 1 : -1] array7; float[all(equal(notEqual(ivec4(1, 1, 1, 2), ivec4(1, 2, 5, -5)), bvec4(false, true, true, true))) ? 1 : -1] array8; float[all(equal(notEqual(ivec4(2, 2, 2, 2), ivec4(-2, -1, 0, 1)), bvec4(true, true, true, true))) ? 1 : -1] array9; float[all(equal(notEqual(ivec4(2, 2, 5, 5), ivec4(2, 5, -5, -2)), bvec4(false, true, true, true))) ? 1 : -1] array10; float[all(equal(notEqual(ivec4(5, 5, 5, 5), ivec4(-1, 0, 1, 2)), bvec4(true, true, true, true))) ? 1 : -1] array11; float[all(equal(notEqual(ivec4(5, -5, -5, -5), ivec4(5, -5, -2, -1)), bvec4(false, false, true, true))) ? 1 : -1] array12; gl_FragColor = 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()); } |