Results for spec/glsl-1.30/compiler/built-in-functions/op-sub-uint-uvec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.242373943329
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-sub-uint-uvec4.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/op-sub-uint-uvec4.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-sub-uint-uvec4.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 - uvec4(66u, 72u, 87u, 75u)) => uvec4(4294967230u, 4294967224u, 4294967209u, 4294967221u)
 * (0u - uvec4(24u, 40u, 23u, 74u)) => uvec4(4294967272u, 4294967256u, 4294967273u, 4294967222u)
 * (6u - uvec4(66u, 72u, 87u, 75u)) => uvec4(4294967236u, 4294967230u, 4294967215u, 4294967227u)
 * (6u - uvec4(24u, 40u, 23u, 74u)) => uvec4(4294967278u, 4294967262u, 4294967279u, 4294967228u)
 * (12u - uvec4(66u, 72u, 87u, 75u)) => uvec4(4294967242u, 4294967236u, 4294967221u, 4294967233u)
 * (12u - uvec4(24u, 40u, 23u, 74u)) => uvec4(4294967284u, 4294967268u, 4294967285u, 4294967234u)
 * (32u - uvec4(66u, 72u, 87u, 75u)) => uvec4(4294967262u, 4294967256u, 4294967241u, 4294967253u)
 * (32u - uvec4(24u, 40u, 23u, 74u)) => uvec4(8u, 4294967288u, 9u, 4294967254u)
 * (74u - uvec4(66u, 72u, 87u, 75u)) => uvec4(8u, 2u, 4294967283u, 4294967295u)
 * (74u - uvec4(24u, 40u, 23u, 74u)) => uvec4(50u, 34u, 51u, 0u)
 */
#version 130

void main()
{
  float[all(equal((0u - uvec4(66u, 72u, 87u, 75u)), uvec4(4294967230u, 4294967224u, 4294967209u, 4294967221u))) ? 1 : -1] array0;
  float[all(equal((0u - uvec4(24u, 40u, 23u, 74u)), uvec4(4294967272u, 4294967256u, 4294967273u, 4294967222u))) ? 1 : -1] array1;
  float[all(equal((6u - uvec4(66u, 72u, 87u, 75u)), uvec4(4294967236u, 4294967230u, 4294967215u, 4294967227u))) ? 1 : -1] array2;
  float[all(equal((6u - uvec4(24u, 40u, 23u, 74u)), uvec4(4294967278u, 4294967262u, 4294967279u, 4294967228u))) ? 1 : -1] array3;
  float[all(equal((12u - uvec4(66u, 72u, 87u, 75u)), uvec4(4294967242u, 4294967236u, 4294967221u, 4294967233u))) ? 1 : -1] array4;
  float[all(equal((12u - uvec4(24u, 40u, 23u, 74u)), uvec4(4294967284u, 4294967268u, 4294967285u, 4294967234u))) ? 1 : -1] array5;
  float[all(equal((32u - uvec4(66u, 72u, 87u, 75u)), uvec4(4294967262u, 4294967256u, 4294967241u, 4294967253u))) ? 1 : -1] array6;
  float[all(equal((32u - uvec4(24u, 40u, 23u, 74u)), uvec4(8u, 4294967288u, 9u, 4294967254u))) ? 1 : -1] array7;
  float[all(equal((74u - uvec4(66u, 72u, 87u, 75u)), uvec4(8u, 2u, 4294967283u, 4294967295u))) ? 1 : -1] array8;
  float[all(equal((74u - uvec4(24u, 40u, 23u, 74u)), uvec4(50u, 34u, 51u, 0u))) ? 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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