Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.335677862167 |
note | Returncode was 1 |
command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-float.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-float.frag: 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: 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: Use of undeclared identifier 'array0' ERROR: 0:24: Use of undeclared identifier 'array1' ERROR: 0:24: Use of undeclared identifier 'array2' ERROR: 0:24: Use of undeclared identifier 'array3' ERROR: 0:24: Use of undeclared identifier 'array4' ERROR: 0:24: Use of undeclared identifier 'array5' 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 / -1.33) => -0 * (0.0 / 0.85000002) => 0.0 * (-1.33 / -1.33) => 1.0 * (-1.33 / 0.85000002) => -1.5647058 * (0.85000002 / -1.33) => -0.63909775 * (0.85000002 / 0.85000002) => 1.0 */ #version 120 void main() { float[distance((0.0 / -1.33), -0) <= 0.0 ? 1 : -1] array0; float[distance((0.0 / 0.85000002), 0.0) <= 0.0 ? 1 : -1] array1; float[distance((-1.33 / -1.33), 1.0) <= 9.9999997e-06 ? 1 : -1] array2; float[distance((-1.33 / 0.85000002), -1.5647058) <= 1.5647058e-05 ? 1 : -1] array3; float[distance((0.85000002 / -1.33), -0.63909775) <= 6.3909774e-06 ? 1 : -1] array4; float[distance((0.85000002 / 0.85000002), 1.0) <= 9.9999997e-06 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |