Results for spec/glsl-1.20/compiler/built-in-functions/op-div-int-ivec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.315256118774
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-int-ivec4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-int-ivec4.vert: 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
  • 0(44) : error C1307: non constant expression for array size
  • 0(45) : error C1307: non constant expression for array size
  • 0(46) : error C1307: non constant expression for array size
  • 0(47) : error C1307: non constant expression for array size
  • 0(48) : error C1307: non constant expression for array size
  • 0(49) : error C1307: non constant expression for array size
  • 0(50) : error C1307: non constant expression for array size
  • 0(51) : 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/op-div-int-ivec4.vert: 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
0(44) : error C1307: non constant expression for array size
0(45) : error C1307: non constant expression for array size
0(46) : error C1307: non constant expression for array size
0(47) : error C1307: non constant expression for array size
0(48) : error C1307: non constant expression for array size
0(49) : error C1307: non constant expression for array size
0(50) : error C1307: non constant expression for array size
0(51) : 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:
 * (12 / ivec4(-66, 72, 87, -75)) => ivec4(0, 0, 0, 0)
 * (12 / ivec4(66, 72, 87, 75)) => ivec4(0, 0, 0, 0)
 * (12 / ivec4(-24, 40, -23, 74)) => ivec4(0, 0, 0, 0)
 * (12 / ivec4(24, 40, 23, 74)) => ivec4(0, 0, 0, 0)
 * (-6 / ivec4(-66, 72, 87, -75)) => ivec4(0, 0, 0, 0)
 * (-6 / ivec4(66, 72, 87, 75)) => ivec4(0, 0, 0, 0)
 * (-6 / ivec4(-24, 40, -23, 74)) => ivec4(0, 0, 0, 0)
 * (-6 / ivec4(24, 40, 23, 74)) => ivec4(0, 0, 0, 0)
 * (74 / ivec4(-66, 72, 87, -75)) => ivec4(-1, 1, 0, 0)
 * (74 / ivec4(66, 72, 87, 75)) => ivec4(1, 1, 0, 0)
 * (74 / ivec4(-24, 40, -23, 74)) => ivec4(-3, 1, -3, 1)
 * (74 / ivec4(24, 40, 23, 74)) => ivec4(3, 1, 3, 1)
 * (-32 / ivec4(-66, 72, 87, -75)) => ivec4(0, 0, 0, 0)
 * (-32 / ivec4(66, 72, 87, 75)) => ivec4(0, 0, 0, 0)
 * (-32 / ivec4(-24, 40, -23, 74)) => ivec4(1, 0, 1, 0)
 * (-32 / ivec4(24, 40, 23, 74)) => ivec4(-1, 0, -1, 0)
 * (0 / ivec4(-66, 72, 87, -75)) => ivec4(0, 0, 0, 0)
 * (0 / ivec4(66, 72, 87, 75)) => ivec4(0, 0, 0, 0)
 * (0 / ivec4(-24, 40, -23, 74)) => ivec4(0, 0, 0, 0)
 * (0 / ivec4(24, 40, 23, 74)) => ivec4(0, 0, 0, 0)
 */
#version 120

void main()
{
  float[all(equal((12 / ivec4(-66, 72, 87, -75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array0;
  float[all(equal((12 / ivec4(66, 72, 87, 75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array1;
  float[all(equal((12 / ivec4(-24, 40, -23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array2;
  float[all(equal((12 / ivec4(24, 40, 23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array3;
  float[all(equal((-6 / ivec4(-66, 72, 87, -75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array4;
  float[all(equal((-6 / ivec4(66, 72, 87, 75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array5;
  float[all(equal((-6 / ivec4(-24, 40, -23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array6;
  float[all(equal((-6 / ivec4(24, 40, 23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array7;
  float[all(equal((74 / ivec4(-66, 72, 87, -75)), ivec4(-1, 1, 0, 0))) ? 1 : -1] array8;
  float[all(equal((74 / ivec4(66, 72, 87, 75)), ivec4(1, 1, 0, 0))) ? 1 : -1] array9;
  float[all(equal((74 / ivec4(-24, 40, -23, 74)), ivec4(-3, 1, -3, 1))) ? 1 : -1] array10;
  float[all(equal((74 / ivec4(24, 40, 23, 74)), ivec4(3, 1, 3, 1))) ? 1 : -1] array11;
  float[all(equal((-32 / ivec4(-66, 72, 87, -75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array12;
  float[all(equal((-32 / ivec4(66, 72, 87, 75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array13;
  float[all(equal((-32 / ivec4(-24, 40, -23, 74)), ivec4(1, 0, 1, 0))) ? 1 : -1] array14;
  float[all(equal((-32 / ivec4(24, 40, 23, 74)), ivec4(-1, 0, -1, 0))) ? 1 : -1] array15;
  float[all(equal((0 / ivec4(-66, 72, 87, -75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array16;
  float[all(equal((0 / ivec4(66, 72, 87, 75)), ivec4(0, 0, 0, 0))) ? 1 : -1] array17;
  float[all(equal((0 / ivec4(-24, 40, -23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array18;
  float[all(equal((0 / ivec4(24, 40, 23, 74)), ivec4(0, 0, 0, 0))) ? 1 : -1] array19;
  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() + array16.length() + array17.length() + array18.length() + array19.length());
}

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