Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.278818130493 |
| 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-vec2.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-vec2.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 / vec2(-0.1, -1.2)) => vec2(-0, -0)
* (0.0 / vec2(-0.41999999, 0.47999999)) => vec2(-0, 0.0)
* (-1.33 / vec2(-0.1, -1.2)) => vec2(13.3, 1.1083333)
* (-1.33 / vec2(-0.41999999, 0.47999999)) => vec2(3.166667, -2.7708335)
* (0.85000002 / vec2(-0.1, -1.2)) => vec2(-8.5, -0.70833331)
* (0.85000002 / vec2(-0.41999999, 0.47999999)) => vec2(-2.0238097, 1.7708334)
*/
#version 120
void main()
{
float[distance((0.0 / vec2(-0.1, -1.2)), vec2(-0, -0)) <= 0.0 ? 1 : -1] array0;
float[distance((0.0 / vec2(-0.41999999, 0.47999999)), vec2(-0, 0.0)) <= 0.0 ? 1 : -1] array1;
float[distance((-1.33 / vec2(-0.1, -1.2)), vec2(13.3, 1.1083333)) <= 0.00013346101 ? 1 : -1] array2;
float[distance((-1.33 / vec2(-0.41999999, 0.47999999)), vec2(3.166667, -2.7708335)) <= 4.2077667e-05 ? 1 : -1] array3;
float[distance((0.85000002 / vec2(-0.1, -1.2)), vec2(-8.5, -0.70833331)) <= 8.5294625e-05 ? 1 : -1] array4;
float[distance((0.85000002 / vec2(-0.41999999, 0.47999999)), vec2(-2.0238097, 1.7708334)) <= 2.6891739e-05 ? 1 : -1] array5;
gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
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