Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.317670106888 |
| note | Returncode was 1 |
| command | /Users/vlee/Downloads/piglit/framework/../bin/glslparsertest tests/glslparsertest/glsl2/gst-gl-sobel.frag pass 1.20 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile fragment shader tests/glslparsertest/glsl2/gst-gl-sobel.frag: ERROR: 0:41: 'array of 2-component vector of float' : constructor not supported for type
ERROR: 0:43: 'array of 2-component vector of float' : no matching overloaded function found
ERROR: 0:41: 'offset' : redefinition
Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.20
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]
/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#version 120
/* The #version was added by anholt in converting to piglit due to the
* use of the array constructor.
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect tex;
uniform float hkern[9];
uniform float vkern[9];
uniform bool invert;
void main () {
vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),
vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),
vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );
vec2 texturecoord = gl_TexCoord[0].st;
int i;
float luma;
float gx = 0.0;
float gy = 0.0 ;
for (i = 0; i < 9; i++) {
if(hkern[i] != 0.0 || vkern[i] != 0.0) {
vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));
gx += luma * hkern[i];
gy += luma * vkern[i];
}
}
float g = sqrt(gx*gx + gy*gy);
if (invert) g = 1.0 - g;
gl_FragColor = vec4(vec3(g), 1.0);
}
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