Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.334686994553 |
| note | Returncode was 1 |
| command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/clamp-vec2-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/clamp-vec2-float-float.vert: ERROR: 0:24: Array size must be an integer constant expression
ERROR: 0:25: Array size must be an integer constant expression
ERROR: 0:26: Array size must be an integer constant expression
ERROR: 0:27: Array size must be an integer constant expression
ERROR: 0:28: Array size must be an integer constant expression
ERROR: 0:29: Array size must be an integer constant expression
ERROR: 0:30: Array size must be an integer constant expression
ERROR: 0:31: Array size must be an integer constant expression
ERROR: 0:32: Array size must be an integer constant expression
ERROR: 0:33: Array size must be an integer constant expression
ERROR: 0:34: Array size must be an integer constant expression
ERROR: 0:35: Array size must be an integer constant expression
ERROR: 0:36: Use of undeclared identifier 'array0'
ERROR: 0:36: Use of undeclared identifier 'array1'
ERROR: 0:36: Use of undeclared identifier 'array2'
ERROR: 0:36: Use of undeclared identifier 'array3'
ERROR: 0:36: Use of undeclared identifier 'array4'
ERROR: 0:36: Use of undeclared identifier 'array5'
ERROR: 0:36: Use of undeclared identifier 'array6'
ERROR: 0:36: Use of undeclared identifier 'array7'
ERROR: 0:36: Use of undeclared identifier 'array8'
ERROR: 0:36: Use of undeclared identifier 'array9'
ERROR: 0:36: Use of undeclared identifier 'array10'
ERROR: 0:36: Use of undeclared identifier 'array11'
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* clamp(vec2(-2.0, -0.66666669), -1.5, -1.5) => vec2(-1.5, -1.5)
* clamp(vec2(0.66666669, 2.0), -1.5, -1.5) => vec2(-1.5, -1.5)
* clamp(vec2(-2.0, -0.66666669), -1.5, 0.0) => vec2(-1.5, -0.66666669)
* clamp(vec2(0.66666669, 2.0), -1.5, 0.0) => vec2(0.0, 0.0)
* clamp(vec2(-2.0, -0.66666669), -1.5, 1.5) => vec2(-1.5, -0.66666669)
* clamp(vec2(0.66666669, 2.0), -1.5, 1.5) => vec2(0.66666669, 1.5)
* clamp(vec2(-2.0, -0.66666669), 0.0, 0.0) => vec2(0.0, 0.0)
* clamp(vec2(0.66666669, 2.0), 0.0, 0.0) => vec2(0.0, 0.0)
* clamp(vec2(-2.0, -0.66666669), 0.0, 1.5) => vec2(0.0, 0.0)
* clamp(vec2(0.66666669, 2.0), 0.0, 1.5) => vec2(0.66666669, 1.5)
* clamp(vec2(-2.0, -0.66666669), 1.5, 1.5) => vec2(1.5, 1.5)
* clamp(vec2(0.66666669, 2.0), 1.5, 1.5) => vec2(1.5, 1.5)
*/
#version 120
void main()
{
float[distance(clamp(vec2(-2.0, -0.66666669), -1.5, -1.5), vec2(-1.5, -1.5)) <= 2.1213204e-05 ? 1 : -1] array0;
float[distance(clamp(vec2(0.66666669, 2.0), -1.5, -1.5), vec2(-1.5, -1.5)) <= 2.1213204e-05 ? 1 : -1] array1;
float[distance(clamp(vec2(-2.0, -0.66666669), -1.5, 0.0), vec2(-1.5, -0.66666669)) <= 1.6414762e-05 ? 1 : -1] array2;
float[distance(clamp(vec2(0.66666669, 2.0), -1.5, 0.0), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array3;
float[distance(clamp(vec2(-2.0, -0.66666669), -1.5, 1.5), vec2(-1.5, -0.66666669)) <= 1.6414762e-05 ? 1 : -1] array4;
float[distance(clamp(vec2(0.66666669, 2.0), -1.5, 1.5), vec2(0.66666669, 1.5)) <= 1.6414762e-05 ? 1 : -1] array5;
float[distance(clamp(vec2(-2.0, -0.66666669), 0.0, 0.0), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array6;
float[distance(clamp(vec2(0.66666669, 2.0), 0.0, 0.0), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array7;
float[distance(clamp(vec2(-2.0, -0.66666669), 0.0, 1.5), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array8;
float[distance(clamp(vec2(0.66666669, 2.0), 0.0, 1.5), vec2(0.66666669, 1.5)) <= 1.6414762e-05 ? 1 : -1] array9;
float[distance(clamp(vec2(-2.0, -0.66666669), 1.5, 1.5), vec2(1.5, 1.5)) <= 2.1213204e-05 ? 1 : -1] array10;
float[distance(clamp(vec2(0.66666669, 2.0), 1.5, 1.5), vec2(1.5, 1.5)) <= 2.1213204e-05 ? 1 : -1] array11;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length());
}
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