Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.217797040939 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-rshift-ivec4-ivec4.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-rshift-ivec4-ivec4.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: * (ivec4(16, 24, -23, -25) >> ivec4(16, 24, 23, 25)) => ivec4(0, 0, -1, -1) * (ivec4(16, 24, -23, -25) >> ivec4(23, 12, 14, 19)) => ivec4(0, 0, -1, -1) * (ivec4(16, 24, 23, 25) >> ivec4(16, 24, 23, 25)) => ivec4(0, 0, 0, 0) * (ivec4(16, 24, 23, 25) >> ivec4(23, 12, 14, 19)) => ivec4(0, 0, 0, 0) * (ivec4(-23, -12, 14, 19) >> ivec4(16, 24, 23, 25)) => ivec4(-1, -1, 0, 0) * (ivec4(-23, -12, 14, 19) >> ivec4(23, 12, 14, 19)) => ivec4(-1, -1, 0, 0) * (ivec4(23, 12, 14, 19) >> ivec4(16, 24, 23, 25)) => ivec4(0, 0, 0, 0) * (ivec4(23, 12, 14, 19) >> ivec4(23, 12, 14, 19)) => ivec4(0, 0, 0, 0) */ #version 130 void main() { float[all(equal((ivec4(16, 24, -23, -25) >> ivec4(16, 24, 23, 25)), ivec4(0, 0, -1, -1))) ? 1 : -1] array0; float[all(equal((ivec4(16, 24, -23, -25) >> ivec4(23, 12, 14, 19)), ivec4(0, 0, -1, -1))) ? 1 : -1] array1; float[all(equal((ivec4(16, 24, 23, 25) >> ivec4(16, 24, 23, 25)), ivec4(0, 0, 0, 0))) ? 1 : -1] array2; float[all(equal((ivec4(16, 24, 23, 25) >> ivec4(23, 12, 14, 19)), ivec4(0, 0, 0, 0))) ? 1 : -1] array3; float[all(equal((ivec4(-23, -12, 14, 19) >> ivec4(16, 24, 23, 25)), ivec4(-1, -1, 0, 0))) ? 1 : -1] array4; float[all(equal((ivec4(-23, -12, 14, 19) >> ivec4(23, 12, 14, 19)), ivec4(-1, -1, 0, 0))) ? 1 : -1] array5; float[all(equal((ivec4(23, 12, 14, 19) >> ivec4(16, 24, 23, 25)), ivec4(0, 0, 0, 0))) ? 1 : -1] array6; float[all(equal((ivec4(23, 12, 14, 19) >> ivec4(23, 12, 14, 19)), ivec4(0, 0, 0, 0))) ? 1 : -1] array7; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length()); } |