Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.335698127747 |
| note | Returncode was 1 |
| command | /Users/vlee/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/dot-float-float.vert pass 1.20 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/dot-float-float.vert: INTERNAL ERROR: 0:22: Nary operation not folded into constant
ERROR: 0:22: '' : constant expression required
ERROR: 0:22: 'float' : array size must be a positive integer
INTERNAL ERROR: 0:24: Nary operation not folded into constant
ERROR: 0:24: '' : constant expression required
ERROR: 0:24: 'float' : array size must be a positive integer
ERROR: 0:30: 'length' : method cannot be called on an array that has not been explicitly sized
ERROR: 0:30: '+' : 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)
ERROR: 0:30: 'length' : method cannot be called on an array that has not been explicitly sized
ERROR: 0:30: '+' : 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:
* dot(0.0, 0.0) => 0.0
* dot(0.0, -1.33) => -0
* dot(0.0, 0.85000002) => 0.0
* dot(-1.33, 0.0) => -0
* dot(-1.33, -1.33) => 1.7689002
* dot(-1.33, 0.85000002) => -1.1305001
* dot(0.85000002, 0.0) => 0.0
* dot(0.85000002, -1.33) => -1.1305001
* dot(0.85000002, 0.85000002) => 0.72250003
*/
#version 120
void main()
{
float[distance(dot(0.0, 0.0), 0.0) <= 0.0 ? 1 : -1] array0;
float[distance(dot(0.0, -1.33), -0) <= 0.0 ? 1 : -1] array1;
float[distance(dot(0.0, 0.85000002), 0.0) <= 0.0 ? 1 : -1] array2;
float[distance(dot(-1.33, 0.0), -0) <= 0.0 ? 1 : -1] array3;
float[distance(dot(-1.33, -1.33), 1.7689002) <= 1.7689001e-05 ? 1 : -1] array4;
float[distance(dot(-1.33, 0.85000002), -1.1305001) <= 1.1305001e-05 ? 1 : -1] array5;
float[distance(dot(0.85000002, 0.0), 0.0) <= 0.0 ? 1 : -1] array6;
float[distance(dot(0.85000002, -1.33), -1.1305001) <= 1.1305001e-05 ? 1 : -1] array7;
float[distance(dot(0.85000002, 0.85000002), 0.72250003) <= 7.2250004e-06 ? 1 : -1] array8;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length());
}
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