Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.192991018295 |
| note | Returncode was 1 |
| command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/min-vec2-vec2.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/min-vec2-vec2.vert: ERROR: 0:20: Array size must be an integer constant expression
ERROR: 0:21: Array size must be an integer constant expression
ERROR: 0:22: Array size must be an integer constant expression
ERROR: 0:23: Array size must be an integer constant expression
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: Use of undeclared identifier 'array0'
ERROR: 0:28: Use of undeclared identifier 'array1'
ERROR: 0:28: Use of undeclared identifier 'array2'
ERROR: 0:28: Use of undeclared identifier 'array3'
ERROR: 0:28: Use of undeclared identifier 'array4'
ERROR: 0:28: Use of undeclared identifier 'array5'
ERROR: 0:28: Use of undeclared identifier 'array6'
ERROR: 0:28: Use of undeclared identifier 'array7'
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* min(vec2(-2.0, -2.0), vec2(-2.0, -0.66666669)) => vec2(-2.0, -2.0)
* min(vec2(-2.0, -2.0), vec2(0.66666669, 2.0)) => vec2(-2.0, -2.0)
* min(vec2(-0.66666669, -0.66666669), vec2(-2.0, -0.66666669)) => vec2(-2.0, -0.66666669)
* min(vec2(-0.66666669, -0.66666669), vec2(0.66666669, 2.0)) => vec2(-0.66666669, -0.66666669)
* min(vec2(0.66666669, 0.66666669), vec2(-2.0, -0.66666669)) => vec2(-2.0, -0.66666669)
* min(vec2(0.66666669, 0.66666669), vec2(0.66666669, 2.0)) => vec2(0.66666669, 0.66666669)
* min(vec2(2.0, 2.0), vec2(-2.0, -0.66666669)) => vec2(-2.0, -0.66666669)
* min(vec2(2.0, 2.0), vec2(0.66666669, 2.0)) => vec2(0.66666669, 2.0)
*/
#version 120
void main()
{
float[distance(min(vec2(-2.0, -2.0), vec2(-2.0, -0.66666669)), vec2(-2.0, -2.0)) <= 2.828427e-05 ? 1 : -1] array0;
float[distance(min(vec2(-2.0, -2.0), vec2(0.66666669, 2.0)), vec2(-2.0, -2.0)) <= 2.828427e-05 ? 1 : -1] array1;
float[distance(min(vec2(-0.66666669, -0.66666669), vec2(-2.0, -0.66666669)), vec2(-2.0, -0.66666669)) <= 2.1081851e-05 ? 1 : -1] array2;
float[distance(min(vec2(-0.66666669, -0.66666669), vec2(0.66666669, 2.0)), vec2(-0.66666669, -0.66666669)) <= 9.4280904e-06 ? 1 : -1] array3;
float[distance(min(vec2(0.66666669, 0.66666669), vec2(-2.0, -0.66666669)), vec2(-2.0, -0.66666669)) <= 2.1081851e-05 ? 1 : -1] array4;
float[distance(min(vec2(0.66666669, 0.66666669), vec2(0.66666669, 2.0)), vec2(0.66666669, 0.66666669)) <= 9.4280904e-06 ? 1 : -1] array5;
float[distance(min(vec2(2.0, 2.0), vec2(-2.0, -0.66666669)), vec2(-2.0, -0.66666669)) <= 2.1081851e-05 ? 1 : -1] array6;
float[distance(min(vec2(2.0, 2.0), vec2(0.66666669, 2.0)), vec2(0.66666669, 2.0)) <= 2.1081851e-05 ? 1 : -1] array7;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}
|