Results for spec/glsl-1.20/compiler/built-in-functions/ceil-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.245269060135
note
Returncode was 1
command
/Users/vlee/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/ceil-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/ceil-float.vert: INTERNAL ERROR: 0:17: Nary operation not folded into constant
  • ERROR: 0:17: '' : constant expression required
  • ERROR: 0:17: 'float' : array size must be a positive integer
  • ERROR: 0:20: 'length' : method cannot be called on an array that has not been explicitly sized
  • ERROR: 0:20: '+' :  wrong operand types no operation '+' exists that takes a left-hand operand of type 'const int' and a right operand of type 'array of float' (or there is no acceptable conversion)
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/ceil-float.vert: INTERNAL ERROR: 0:17: Nary operation not folded into constant
ERROR: 0:17: '' : constant expression required 
ERROR: 0:17: 'float' : array size must be a positive integer 
ERROR: 0:20: 'length' : method cannot be called on an array that has not been explicitly sized 
ERROR: 0:20: '+' :  wrong operand types no operation '+' exists that takes a left-hand operand of type 'const int' and a right operand of type 'array of float' (or there is no acceptable conversion)



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * ceil(-2.0) => -2.0
 * ceil(-0.66666669) => -0
 * ceil(0.66666669) => 1.0
 * ceil(2.0) => 2.0
 */
#version 120

void main()
{
  float[distance(ceil(-2.0), -2.0) <= 1.9999999e-05 ? 1 : -1] array0;
  float[distance(ceil(-0.66666669), -0) <= 0.0 ? 1 : -1] array1;
  float[distance(ceil(0.66666669), 1.0) <= 9.9999997e-06 ? 1 : -1] array2;
  float[distance(ceil(2.0), 2.0) <= 1.9999999e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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