Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.269460916519 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-div-uvec2-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-div-uvec2-uint.vert: 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 0(26) : error C1307: non constant expression for array size 0(27) : 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: * (uvec2(38u, 35u) / 6u) => uvec2(6u, 5u) * (uvec2(38u, 35u) / 12u) => uvec2(3u, 2u) * (uvec2(38u, 35u) / 32u) => uvec2(1u, 1u) * (uvec2(38u, 35u) / 74u) => uvec2(0u, 0u) * (uvec2(64u, 9u) / 6u) => uvec2(10u, 1u) * (uvec2(64u, 9u) / 12u) => uvec2(5u, 0u) * (uvec2(64u, 9u) / 32u) => uvec2(2u, 0u) * (uvec2(64u, 9u) / 74u) => uvec2(0u, 0u) */ #version 130 void main() { float[all(equal((uvec2(38u, 35u) / 6u), uvec2(6u, 5u))) ? 1 : -1] array0; float[all(equal((uvec2(38u, 35u) / 12u), uvec2(3u, 2u))) ? 1 : -1] array1; float[all(equal((uvec2(38u, 35u) / 32u), uvec2(1u, 1u))) ? 1 : -1] array2; float[all(equal((uvec2(38u, 35u) / 74u), uvec2(0u, 0u))) ? 1 : -1] array3; float[all(equal((uvec2(64u, 9u) / 6u), uvec2(10u, 1u))) ? 1 : -1] array4; float[all(equal((uvec2(64u, 9u) / 12u), uvec2(5u, 0u))) ? 1 : -1] array5; float[all(equal((uvec2(64u, 9u) / 32u), uvec2(2u, 0u))) ? 1 : -1] array6; float[all(equal((uvec2(64u, 9u) / 74u), uvec2(0u, 0u))) ? 1 : -1] array7; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length()); } |