Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.0585749149323 |
note | Returncode was 1 |
errors |
|
command | /home/pniemine/graphics/piglit/framework/../bin/glslparsertest tests/spec/glsl-1.10/compiler/fragment-outputs/write-gl_FragColor-and-gl_FragData-dead.frag fail 1.10 |
info | Returncode: 1 Errors: Successfully compiled fragment shader tests/spec/glsl-1.10/compiler/fragment-outputs/write-gl_FragColor-and-gl_FragData-dead.frag: Output: Shader source: /* [config] * expect_result: fail * glsl_version: 1.10 * [end config] * * From page 49 of the GLSL 1.10 spec: * * "If a shader statically assigns a value to gl_FragColor, it may not * assign a value to any element of gl_FragData. If a shader statically * writes a value to any element of gl_FragData, it may not assign a value * to gl_FragColor. That is, a shader may assign values to either * gl_FragColor or gl_FragData, but not both." * * Since these are compile time errors and are based on static assignments, * the check must happen before any dead-code removal or other optimizations. */ void main() { gl_FragColor = vec4(1.0); if (false) gl_FragData[0] = vec4(1.0); } |