Status: fail
Result: fail
| 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 |
|
| 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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