Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.269450902939 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-bitand-uvec3-uint.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/op-bitand-uvec3-uint.vert: 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 0(30) : error C1307: non constant expression for array size 0(31) : 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: * (uvec3(36u, 32u, 88u) & 0u) => uvec3(0u, 0u, 0u) * (uvec3(36u, 32u, 88u) & 6u) => uvec3(4u, 0u, 0u) * (uvec3(36u, 32u, 88u) & 12u) => uvec3(4u, 0u, 8u) * (uvec3(36u, 32u, 88u) & 32u) => uvec3(32u, 32u, 0u) * (uvec3(36u, 32u, 88u) & 74u) => uvec3(0u, 0u, 72u) * (uvec3(59u, 77u, 68u) & 0u) => uvec3(0u, 0u, 0u) * (uvec3(59u, 77u, 68u) & 6u) => uvec3(2u, 4u, 4u) * (uvec3(59u, 77u, 68u) & 12u) => uvec3(8u, 12u, 4u) * (uvec3(59u, 77u, 68u) & 32u) => uvec3(32u, 0u, 0u) * (uvec3(59u, 77u, 68u) & 74u) => uvec3(10u, 72u, 64u) */ #version 130 void main() { float[all(equal((uvec3(36u, 32u, 88u) & 0u), uvec3(0u, 0u, 0u))) ? 1 : -1] array0; float[all(equal((uvec3(36u, 32u, 88u) & 6u), uvec3(4u, 0u, 0u))) ? 1 : -1] array1; float[all(equal((uvec3(36u, 32u, 88u) & 12u), uvec3(4u, 0u, 8u))) ? 1 : -1] array2; float[all(equal((uvec3(36u, 32u, 88u) & 32u), uvec3(32u, 32u, 0u))) ? 1 : -1] array3; float[all(equal((uvec3(36u, 32u, 88u) & 74u), uvec3(0u, 0u, 72u))) ? 1 : -1] array4; float[all(equal((uvec3(59u, 77u, 68u) & 0u), uvec3(0u, 0u, 0u))) ? 1 : -1] array5; float[all(equal((uvec3(59u, 77u, 68u) & 6u), uvec3(2u, 4u, 4u))) ? 1 : -1] array6; float[all(equal((uvec3(59u, 77u, 68u) & 12u), uvec3(8u, 12u, 4u))) ? 1 : -1] array7; float[all(equal((uvec3(59u, 77u, 68u) & 32u), uvec3(32u, 0u, 0u))) ? 1 : -1] array8; float[all(equal((uvec3(59u, 77u, 68u) & 74u), uvec3(10u, 72u, 64u))) ? 1 : -1] array9; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length()); } |