Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.259249925613 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-mod-ivec3-int.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-mod-ivec3-int.vert: 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
0(32) : error C1307: non constant expression for array size
0(33) : error C1307: non constant expression for array size
0(34) : error C1307: non constant expression for array size
0(35) : 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:
* (ivec3(-36, 32, -88) / 12) => ivec3(-3, 2, -7)
* (ivec3(-36, 32, -88) / -6) => ivec3(6, -5, 14)
* (ivec3(-36, 32, -88) / 74) => ivec3(0, 0, -1)
* (ivec3(-36, 32, -88) / -32) => ivec3(1, -1, 2)
* (ivec3(36, 32, 88) / 12) => ivec3(3, 2, 7)
* (ivec3(36, 32, 88) / -6) => ivec3(-6, -5, -14)
* (ivec3(36, 32, 88) / 74) => ivec3(0, 0, 1)
* (ivec3(36, 32, 88) / -32) => ivec3(-1, -1, -2)
* (ivec3(59, 77, 68) / 12) => ivec3(4, 6, 5)
* (ivec3(59, 77, 68) / -6) => ivec3(-9, -12, -11)
* (ivec3(59, 77, 68) / 74) => ivec3(0, 1, 0)
* (ivec3(59, 77, 68) / -32) => ivec3(-1, -2, -2)
*/
#version 130
void main()
{
float[all(equal((ivec3(-36, 32, -88) / 12), ivec3(-3, 2, -7))) ? 1 : -1] array0;
float[all(equal((ivec3(-36, 32, -88) / -6), ivec3(6, -5, 14))) ? 1 : -1] array1;
float[all(equal((ivec3(-36, 32, -88) / 74), ivec3(0, 0, -1))) ? 1 : -1] array2;
float[all(equal((ivec3(-36, 32, -88) / -32), ivec3(1, -1, 2))) ? 1 : -1] array3;
float[all(equal((ivec3(36, 32, 88) / 12), ivec3(3, 2, 7))) ? 1 : -1] array4;
float[all(equal((ivec3(36, 32, 88) / -6), ivec3(-6, -5, -14))) ? 1 : -1] array5;
float[all(equal((ivec3(36, 32, 88) / 74), ivec3(0, 0, 1))) ? 1 : -1] array6;
float[all(equal((ivec3(36, 32, 88) / -32), ivec3(-1, -1, -2))) ? 1 : -1] array7;
float[all(equal((ivec3(59, 77, 68) / 12), ivec3(4, 6, 5))) ? 1 : -1] array8;
float[all(equal((ivec3(59, 77, 68) / -6), ivec3(-9, -12, -11))) ? 1 : -1] array9;
float[all(equal((ivec3(59, 77, 68) / 74), ivec3(0, 1, 0))) ? 1 : -1] array10;
float[all(equal((ivec3(59, 77, 68) / -32), ivec3(-1, -2, -2))) ? 1 : -1] array11;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length());
}
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