Overview

Hardware gen9_iris
Architecture m64
Status fail
Filtered Status fail
Time 0.405738

See also historical results for this test.

stdout

glUseProgram(2365);
glGetUniformLocation(2365, u_gradientMin);
// 0 returned
glUniform4fv(0, 1, { 0, 0, 0, 0 });
glGetUniformLocation(2365, u_gradientMax);
// 1 returned
glUniform4fv(1, 1, { 1, 1, 1, 1 });
glUseProgram(2362);
glGetUniformLocation(2362, u_sampler0);
// 0 returned
glUniform1i(0, 0);
glGetUniformLocation(2362, u_texScale0);
// 1 returned
glUniform4fv(1, 1, { 1, 1, 1, 1 });
glGetUniformLocation(2362, u_texBias0);
// 2 returned
glUniform4fv(2, 1, { 0, 0, 0, 0 });
glGetUniformLocation(2362, u_outScale0);
// 3 returned
glUniform4fv(3, 1, { 1, 1, 1, 1 });
glGetUniformLocation(2362, u_outBias0);
// 4 returned
glUniform4fv(4, 1, { 0, 0, 0, 0 });
glGenFramebuffers(1, 0x00007ffffb4b878c);
// framebuffers = { 143 }
glGenRenderbuffers(1, 0x00007ffffb4b8784);
// renderbuffers = { 136 }
glGenRenderbuffers(1, 0x00007ffffb4b877c);
// renderbuffers = { 137 }
glBindRenderbuffer(GL_RENDERBUFFER, 136);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 128, 128);
glBindRenderbuffer(GL_RENDERBUFFER, 137);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 128, 128);
glBindFramebuffer(GL_FRAMEBUFFER, 143);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 136);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 137);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 137);
glGetError();
// GL_NO_ERROR returned
glCheckFramebufferStatus(GL_FRAMEBUFFER);
// GL_FRAMEBUFFER_COMPLETE returned
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1, 0);
glGenFramebuffers(1, 0x00007ffffb4b8788);
// framebuffers = { 144 }
glGenRenderbuffers(1, 0x00007ffffb4b8780);
// renderbuffers = { 138 }
glGenRenderbuffers(1, 0x00007ffffb4b8778);
// renderbuffers = { 139 }
glBindRenderbuffer(GL_RENDERBUFFER, 138);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 128, 128);
glBindRenderbuffer(GL_RENDERBUFFER, 139);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 128, 128);
glBindFramebuffer(GL_FRAMEBUFFER, 144);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 138);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 139);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 139);
glGetError();
// GL_NO_ERROR returned
glCheckFramebufferStatus(GL_FRAMEBUFFER);
// GL_FRAMEBUFFER_COMPLETE returned
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 143);
glViewport(0, 0, 128, 128);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 7, 255);
glGetAttribLocation(2365, a_position);
// 0 returned
glGetAttribLocation(2365, a_coord);
// 1 returned
glUseProgram(2365);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8660);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8640);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x7ffffb4b8634);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glGenTextures(1, 0x00007ffffb4b8774);
// textures = { 261 }
glBindTexture(GL_TEXTURE_2D, 261);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0x556b668326c0);
glBindFramebuffer(GL_FRAMEBUFFER, 144);
glViewport(0, 0, 128, 128);
glStencilFunc(GL_ALWAYS, 1, 255);
glGetAttribLocation(2362, a_position);
// 0 returned
glGetAttribLocation(2362, a_coord);
// 1 returned
glUseProgram(2362);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8660);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8640);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x7ffffb4b8634);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 143);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 144);
glBlitFramebuffer(0, 0, 128, 128, 0, 0, 128, 128, GL_STENCIL_BUFFER_BIT, GL_NEAREST)
glBindFramebuffer(GL_FRAMEBUFFER, 144);
glViewport(0, 0, 128, 128);
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, 255);
glGetUniformLocation(2359, u_color);
// 0 returned
glUseProgram(2359);
glUniform4fv(0, 1, { 0, 0, 1, 1 });
glGetAttribLocation(2359, a_position);
// 0 returned
glGetAttribLocation(2359, a_coord);
// -1 returned
glUseProgram(2359);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8660);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x7ffffb4b8634);
glDisableVertexAttribArray(0);
glDisable(GL_DEPTH_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 6, 255);
glGetUniformLocation(2359, u_color);
// 0 returned
glUseProgram(2359);
glUniform4fv(0, 1, { 0, 1, 0, 1 });
glGetAttribLocation(2359, a_position);
// 0 returned
glGetAttribLocation(2359, a_coord);
// -1 returned
glUseProgram(2359);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0x7ffffb4b8660);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x7ffffb4b8634);
glDisableVertexAttribArray(0);
glReadPixels(0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0x556b668326c0)
glGetError();
// GL_NO_ERROR returned
Image comparison failed: difference = 25.8881, threshold = 0.05

stderr

pid: 8543