Results for spec/glsl-1.20/compiler/built-in-functions/distance-vec4-vec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.312111854553
note
Returncode was 1
command
/Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-vec4-vec4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-vec4-vec4.vert: ERROR: 0:16: Array size must be an integer constant expression
  • ERROR: 0:17: Array size must be an integer constant expression
  • ERROR: 0:18: Array size must be an integer constant expression
  • ERROR: 0:19: Array size must be an integer constant expression
  • ERROR: 0:20: Use of undeclared identifier 'array0'
  • ERROR: 0:20: Use of undeclared identifier 'array1'
  • ERROR: 0:20: Use of undeclared identifier 'array2'
  • ERROR: 0:20: Use of undeclared identifier 'array3'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-vec4-vec4.vert: ERROR: 0:16: Array size must be an integer constant expression
ERROR: 0:17: Array size must be an integer constant expression
ERROR: 0:18: Array size must be an integer constant expression
ERROR: 0:19: Array size must be an integer constant expression
ERROR: 0:20: Use of undeclared identifier 'array0'
ERROR: 0:20: Use of undeclared identifier 'array1'
ERROR: 0:20: Use of undeclared identifier 'array2'
ERROR: 0:20: Use of undeclared identifier 'array3'



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => 0.0
 * distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => 3.8371994
 * distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => 3.8371994
 * distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => 0.0
 */
#version 120

void main()
{
  float[0.0 <= distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) && distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) <= 0.0 ? 1 : -1] array0;
  float[3.83716 <= distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) && distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) <= 3.83724 ? 1 : -1] array1;
  float[3.83716 <= distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) && distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) <= 3.83724 ? 1 : -1] array2;
  float[0.0 <= distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) && distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) <= 0.0 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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