Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.25194311142 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/min-uvec3-uvec3.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/min-uvec3-uvec3.vert: 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 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 Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.30 * [end config] * * Check that the following test vectors are constant folded correctly: * min(uvec3(0u, 0u, 0u), uvec3(0u, 1u, 2u)) => uvec3(0u, 0u, 0u) * min(uvec3(0u, 0u, 1u), uvec3(5u, 34u, 0u)) => uvec3(0u, 0u, 0u) * min(uvec3(1u, 1u, 1u), uvec3(1u, 2u, 5u)) => uvec3(1u, 1u, 1u) * min(uvec3(1u, 2u, 2u), uvec3(34u, 0u, 1u)) => uvec3(1u, 0u, 1u) * min(uvec3(2u, 2u, 2u), uvec3(2u, 5u, 34u)) => uvec3(2u, 2u, 2u) * min(uvec3(5u, 5u, 5u), uvec3(0u, 1u, 2u)) => uvec3(0u, 1u, 2u) * min(uvec3(5u, 5u, 34u), uvec3(5u, 34u, 0u)) => uvec3(5u, 5u, 0u) * min(uvec3(34u, 34u, 34u), uvec3(1u, 2u, 5u)) => uvec3(1u, 2u, 5u) * min(uvec3(34u, 0u, 0u), uvec3(34u, 0u, 1u)) => uvec3(34u, 0u, 0u) */ #version 130 void main() { float[all(equal(min(uvec3(0u, 0u, 0u), uvec3(0u, 1u, 2u)), uvec3(0u, 0u, 0u))) ? 1 : -1] array0; float[all(equal(min(uvec3(0u, 0u, 1u), uvec3(5u, 34u, 0u)), uvec3(0u, 0u, 0u))) ? 1 : -1] array1; float[all(equal(min(uvec3(1u, 1u, 1u), uvec3(1u, 2u, 5u)), uvec3(1u, 1u, 1u))) ? 1 : -1] array2; float[all(equal(min(uvec3(1u, 2u, 2u), uvec3(34u, 0u, 1u)), uvec3(1u, 0u, 1u))) ? 1 : -1] array3; float[all(equal(min(uvec3(2u, 2u, 2u), uvec3(2u, 5u, 34u)), uvec3(2u, 2u, 2u))) ? 1 : -1] array4; float[all(equal(min(uvec3(5u, 5u, 5u), uvec3(0u, 1u, 2u)), uvec3(0u, 1u, 2u))) ? 1 : -1] array5; float[all(equal(min(uvec3(5u, 5u, 34u), uvec3(5u, 34u, 0u)), uvec3(5u, 5u, 0u))) ? 1 : -1] array6; float[all(equal(min(uvec3(34u, 34u, 34u), uvec3(1u, 2u, 5u)), uvec3(1u, 2u, 5u))) ? 1 : -1] array7; float[all(equal(min(uvec3(34u, 0u, 0u), uvec3(34u, 0u, 1u)), uvec3(34u, 0u, 0u))) ? 1 : -1] array8; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length()); } |