Results for spec/glsl-1.30/compiler/built-in-functions/op-mult-uint-uvec2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.224910974503
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-mult-uint-uvec2.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-mult-uint-uvec2.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-mult-uint-uvec2.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:
 * (0u * uvec2(38u, 35u)) => uvec2(0u, 0u)
 * (0u * uvec2(64u, 9u)) => uvec2(0u, 0u)
 * (6u * uvec2(38u, 35u)) => uvec2(228u, 210u)
 * (6u * uvec2(64u, 9u)) => uvec2(384u, 54u)
 * (12u * uvec2(38u, 35u)) => uvec2(456u, 420u)
 * (12u * uvec2(64u, 9u)) => uvec2(768u, 108u)
 * (32u * uvec2(38u, 35u)) => uvec2(1216u, 1120u)
 * (32u * uvec2(64u, 9u)) => uvec2(2048u, 288u)
 * (74u * uvec2(38u, 35u)) => uvec2(2812u, 2590u)
 * (74u * uvec2(64u, 9u)) => uvec2(4736u, 666u)
 */
#version 130

void main()
{
  float[all(equal((0u * uvec2(38u, 35u)), uvec2(0u, 0u))) ? 1 : -1] array0;
  float[all(equal((0u * uvec2(64u, 9u)), uvec2(0u, 0u))) ? 1 : -1] array1;
  float[all(equal((6u * uvec2(38u, 35u)), uvec2(228u, 210u))) ? 1 : -1] array2;
  float[all(equal((6u * uvec2(64u, 9u)), uvec2(384u, 54u))) ? 1 : -1] array3;
  float[all(equal((12u * uvec2(38u, 35u)), uvec2(456u, 420u))) ? 1 : -1] array4;
  float[all(equal((12u * uvec2(64u, 9u)), uvec2(768u, 108u))) ? 1 : -1] array5;
  float[all(equal((32u * uvec2(38u, 35u)), uvec2(1216u, 1120u))) ? 1 : -1] array6;
  float[all(equal((32u * uvec2(64u, 9u)), uvec2(2048u, 288u))) ? 1 : -1] array7;
  float[all(equal((74u * uvec2(38u, 35u)), uvec2(2812u, 2590u))) ? 1 : -1] array8;
  float[all(equal((74u * uvec2(64u, 9u)), uvec2(4736u, 666u))) ? 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());
}

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