Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.197685003281 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/lessThanEqual-uvec4-uvec4.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/lessThanEqual-uvec4-uvec4.vert: 0(19) : error C1307: non constant expression for array size
0(20) : error C1307: non constant expression for array size
0(21) : error C1307: non constant expression for array size
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
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.30
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* lessThanEqual(uvec4(0u, 0u, 0u, 0u), uvec4(0u, 1u, 2u, 5u)) => bvec4(true, true, true, true)
* lessThanEqual(uvec4(0u, 1u, 1u, 1u), uvec4(34u, 0u, 1u, 2u)) => bvec4(true, false, true, true)
* lessThanEqual(uvec4(1u, 1u, 2u, 2u), uvec4(5u, 34u, 0u, 1u)) => bvec4(true, true, false, false)
* lessThanEqual(uvec4(2u, 2u, 2u, 5u), uvec4(2u, 5u, 34u, 0u)) => bvec4(true, true, true, false)
* lessThanEqual(uvec4(5u, 5u, 5u, 5u), uvec4(1u, 2u, 5u, 34u)) => bvec4(false, false, true, true)
* lessThanEqual(uvec4(34u, 34u, 34u, 34u), uvec4(0u, 1u, 2u, 5u)) => bvec4(false, false, false, false)
* lessThanEqual(uvec4(34u, 0u, 0u, 0u), uvec4(34u, 0u, 1u, 2u)) => bvec4(true, true, true, true)
*/
#version 130
void main()
{
float[all(equal(lessThanEqual(uvec4(0u, 0u, 0u, 0u), uvec4(0u, 1u, 2u, 5u)), bvec4(true, true, true, true))) ? 1 : -1] array0;
float[all(equal(lessThanEqual(uvec4(0u, 1u, 1u, 1u), uvec4(34u, 0u, 1u, 2u)), bvec4(true, false, true, true))) ? 1 : -1] array1;
float[all(equal(lessThanEqual(uvec4(1u, 1u, 2u, 2u), uvec4(5u, 34u, 0u, 1u)), bvec4(true, true, false, false))) ? 1 : -1] array2;
float[all(equal(lessThanEqual(uvec4(2u, 2u, 2u, 5u), uvec4(2u, 5u, 34u, 0u)), bvec4(true, true, true, false))) ? 1 : -1] array3;
float[all(equal(lessThanEqual(uvec4(5u, 5u, 5u, 5u), uvec4(1u, 2u, 5u, 34u)), bvec4(false, false, true, true))) ? 1 : -1] array4;
float[all(equal(lessThanEqual(uvec4(34u, 34u, 34u, 34u), uvec4(0u, 1u, 2u, 5u)), bvec4(false, false, false, false))) ? 1 : -1] array5;
float[all(equal(lessThanEqual(uvec4(34u, 0u, 0u, 0u), uvec4(34u, 0u, 1u, 2u)), bvec4(true, true, true, true))) ? 1 : -1] array6;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length());
}
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