Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.273906946182 |
| 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-uvec4-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-uvec4-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:
* (uvec4(66u, 72u, 87u, 75u) / 6u) => uvec4(11u, 12u, 14u, 12u)
* (uvec4(66u, 72u, 87u, 75u) / 12u) => uvec4(5u, 6u, 7u, 6u)
* (uvec4(66u, 72u, 87u, 75u) / 32u) => uvec4(2u, 2u, 2u, 2u)
* (uvec4(66u, 72u, 87u, 75u) / 74u) => uvec4(0u, 0u, 1u, 1u)
* (uvec4(24u, 40u, 23u, 74u) / 6u) => uvec4(4u, 6u, 3u, 12u)
* (uvec4(24u, 40u, 23u, 74u) / 12u) => uvec4(2u, 3u, 1u, 6u)
* (uvec4(24u, 40u, 23u, 74u) / 32u) => uvec4(0u, 1u, 0u, 2u)
* (uvec4(24u, 40u, 23u, 74u) / 74u) => uvec4(0u, 0u, 0u, 1u)
*/
#version 130
void main()
{
float[all(equal((uvec4(66u, 72u, 87u, 75u) / 6u), uvec4(11u, 12u, 14u, 12u))) ? 1 : -1] array0;
float[all(equal((uvec4(66u, 72u, 87u, 75u) / 12u), uvec4(5u, 6u, 7u, 6u))) ? 1 : -1] array1;
float[all(equal((uvec4(66u, 72u, 87u, 75u) / 32u), uvec4(2u, 2u, 2u, 2u))) ? 1 : -1] array2;
float[all(equal((uvec4(66u, 72u, 87u, 75u) / 74u), uvec4(0u, 0u, 1u, 1u))) ? 1 : -1] array3;
float[all(equal((uvec4(24u, 40u, 23u, 74u) / 6u), uvec4(4u, 6u, 3u, 12u))) ? 1 : -1] array4;
float[all(equal((uvec4(24u, 40u, 23u, 74u) / 12u), uvec4(2u, 3u, 1u, 6u))) ? 1 : -1] array5;
float[all(equal((uvec4(24u, 40u, 23u, 74u) / 32u), uvec4(0u, 1u, 0u, 2u))) ? 1 : -1] array6;
float[all(equal((uvec4(24u, 40u, 23u, 74u) / 74u), uvec4(0u, 0u, 0u, 1u))) ? 1 : -1] array7;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}
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