Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.3297290802 |
note | Returncode was 1 |
command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-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/op-add-float-float.vert: 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: Array size must be an integer constant expression ERROR: 0:29: Array size must be an integer constant expression ERROR: 0:30: Use of undeclared identifier 'array0' ERROR: 0:30: Use of undeclared identifier 'array1' ERROR: 0:30: Use of undeclared identifier 'array2' ERROR: 0:30: Use of undeclared identifier 'array3' ERROR: 0:30: Use of undeclared identifier 'array4' ERROR: 0:30: Use of undeclared identifier 'array5' ERROR: 0:30: Use of undeclared identifier 'array6' ERROR: 0:30: Use of undeclared identifier 'array7' ERROR: 0:30: Use of undeclared identifier 'array8' Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * (0.0 + 0.0) => 0.0 * (0.0 + -1.33) => -1.33 * (0.0 + 0.85000002) => 0.85000002 * (-1.33 + 0.0) => -1.33 * (-1.33 + -1.33) => -2.6600001 * (-1.33 + 0.85000002) => -0.48000002 * (0.85000002 + 0.0) => 0.85000002 * (0.85000002 + -1.33) => -0.48000002 * (0.85000002 + 0.85000002) => 1.7 */ #version 120 void main() { float[distance((0.0 + 0.0), 0.0) <= 0.0 ? 1 : -1] array0; float[distance((0.0 + -1.33), -1.33) <= 1.33e-05 ? 1 : -1] array1; float[distance((0.0 + 0.85000002), 0.85000002) <= 8.5000001e-06 ? 1 : -1] array2; float[distance((-1.33 + 0.0), -1.33) <= 1.33e-05 ? 1 : -1] array3; float[distance((-1.33 + -1.33), -2.6600001) <= 2.6600001e-05 ? 1 : -1] array4; float[distance((-1.33 + 0.85000002), -0.48000002) <= 4.8000002e-06 ? 1 : -1] array5; float[distance((0.85000002 + 0.0), 0.85000002) <= 8.5000001e-06 ? 1 : -1] array6; float[distance((0.85000002 + -1.33), -0.48000002) <= 4.8000002e-06 ? 1 : -1] array7; float[distance((0.85000002 + 0.85000002), 1.7) <= 1.7e-05 ? 1 : -1] array8; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length()); } |