Results for spec/glsl-1.20/compiler/built-in-functions/refract-vec2-vec2-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.255853891373
note
Returncode was 1
command
/Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/refract-vec2-vec2-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/refract-vec2-vec2-float.vert: ERROR: 0:20: 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: 0:28: Use of undeclared identifier 'array0'
  • 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'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/refract-vec2-vec2-float.vert: ERROR: 0:20: 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: 0:28: Use of undeclared identifier 'array0'
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'



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * refract(vec2(-0.083045483, -0.99654573), vec2(-0.083045483, -0.99654573), 0.5) => vec2(0.083045483, 0.99654567)
 * refract(vec2(-0.083045483, -0.99654573), vec2(-0.083045483, -0.99654573), 2.0) => vec2(0.08304546, 0.99654543)
 * refract(vec2(-0.083045483, -0.99654573), vec2(-0.65850461, 0.75257671), 0.5) => vec2(0.34406582, -0.93894553)
 * refract(vec2(-0.083045483, -0.99654573), vec2(-0.65850461, 0.75257671), 2.0) => vec2(-0, -0)
 * refract(vec2(-0.65850461, 0.75257671), vec2(-0.083045483, -0.99654573), 0.5) => vec2(-0.28062487, 0.95981753)
 * refract(vec2(-0.65850461, 0.75257671), vec2(-0.083045483, -0.99654573), 2.0) => vec2(-0, 0.0)
 * refract(vec2(-0.65850461, 0.75257671), vec2(-0.65850461, 0.75257671), 0.5) => vec2(0.65850461, -0.75257671)
 * refract(vec2(-0.65850461, 0.75257671), vec2(-0.65850461, 0.75257671), 2.0) => vec2(0.65850466, -0.75257677)
 */
#version 120

void main()
{
  float[distance(refract(vec2(-0.083045483, -0.99654573), vec2(-0.083045483, -0.99654573), 0.5), vec2(0.083045483, 0.99654567)) <= 9.9999988e-06 ? 1 : -1] array0;
  float[distance(refract(vec2(-0.083045483, -0.99654573), vec2(-0.083045483, -0.99654573), 2.0), vec2(0.08304546, 0.99654543)) <= 9.9999961e-06 ? 1 : -1] array1;
  float[distance(refract(vec2(-0.083045483, -0.99654573), vec2(-0.65850461, 0.75257671), 0.5), vec2(0.34406582, -0.93894553)) <= 9.9999997e-06 ? 1 : -1] array2;
  float[distance(refract(vec2(-0.083045483, -0.99654573), vec2(-0.65850461, 0.75257671), 2.0), vec2(-0, -0)) <= 0.0 ? 1 : -1] array3;
  float[distance(refract(vec2(-0.65850461, 0.75257671), vec2(-0.083045483, -0.99654573), 0.5), vec2(-0.28062487, 0.95981753)) <= 9.9999997e-06 ? 1 : -1] array4;
  float[distance(refract(vec2(-0.65850461, 0.75257671), vec2(-0.083045483, -0.99654573), 2.0), vec2(-0, 0.0)) <= 0.0 ? 1 : -1] array5;
  float[distance(refract(vec2(-0.65850461, 0.75257671), vec2(-0.65850461, 0.75257671), 0.5), vec2(0.65850461, -0.75257671)) <= 9.9999997e-06 ? 1 : -1] array6;
  float[distance(refract(vec2(-0.65850461, 0.75257671), vec2(-0.65850461, 0.75257671), 2.0), vec2(0.65850466, -0.75257677)) <= 1.0000002e-05 ? 1 : -1] array7;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}

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