Results for spec/glsl-1.30/compiler/built-in-functions/op-rshift-uvec3-uvec3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.251389026642
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-uvec3-uvec3.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-rshift-uvec3-uvec3.vert: 0(16) : error C1307: non constant expression for array size
  • 0(17) : error C1307: non constant expression for array size
  • 0(18) : error C1307: non constant expression for array size
  • 0(19) : 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-rshift-uvec3-uvec3.vert: 0(16) : error C1307: non constant expression for array size
0(17) : error C1307: non constant expression for array size
0(18) : error C1307: non constant expression for array size
0(19) : 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:
 * (uvec3(22u, 23u, 4u) >> uvec3(22u, 23u, 4u)) => uvec3(0u, 0u, 0u)
 * (uvec3(22u, 23u, 4u) >> uvec3(19u, 1u, 13u)) => uvec3(0u, 11u, 0u)
 * (uvec3(19u, 1u, 13u) >> uvec3(22u, 23u, 4u)) => uvec3(0u, 0u, 0u)
 * (uvec3(19u, 1u, 13u) >> uvec3(19u, 1u, 13u)) => uvec3(0u, 0u, 0u)
 */
#version 130

void main()
{
  float[all(equal((uvec3(22u, 23u, 4u) >> uvec3(22u, 23u, 4u)), uvec3(0u, 0u, 0u))) ? 1 : -1] array0;
  float[all(equal((uvec3(22u, 23u, 4u) >> uvec3(19u, 1u, 13u)), uvec3(0u, 11u, 0u))) ? 1 : -1] array1;
  float[all(equal((uvec3(19u, 1u, 13u) >> uvec3(22u, 23u, 4u)), uvec3(0u, 0u, 0u))) ? 1 : -1] array2;
  float[all(equal((uvec3(19u, 1u, 13u) >> uvec3(19u, 1u, 13u)), uvec3(0u, 0u, 0u))) ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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