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

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.217298984528
note
Returncode was 1
command
/Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/sqrt-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/sqrt-float.vert: ERROR: 0:16: Array size must be an integer constant expression
  • ERROR: 0:17: Array size must be an integer constant expression
  • 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: Use of undeclared identifier 'array0'
  • ERROR: 0:20: Use of undeclared identifier 'array1'
  • ERROR: 0:20: Use of undeclared identifier 'array2'
  • ERROR: 0:20: Use of undeclared identifier 'array3'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/sqrt-float.vert: ERROR: 0:16: Array size must be an integer constant expression
ERROR: 0:17: Array size must be an integer constant expression
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: Use of undeclared identifier 'array0'
ERROR: 0:20: Use of undeclared identifier 'array1'
ERROR: 0:20: Use of undeclared identifier 'array2'
ERROR: 0:20: Use of undeclared identifier 'array3'



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * sqrt(0.0) => 0.0
 * sqrt(0.66666669) => 0.81649661
 * sqrt(1.3333334) => 1.1547005
 * sqrt(2.0) => 1.4142135
 */
#version 120

void main()
{
  float[distance(sqrt(0.0), 0.0) <= 0.0 ? 1 : -1] array0;
  float[distance(sqrt(0.66666669), 0.81649661) <= 8.1649659e-06 ? 1 : -1] array1;
  float[distance(sqrt(1.3333334), 1.1547005) <= 1.1547005e-05 ? 1 : -1] array2;
  float[distance(sqrt(2.0), 1.4142135) <= 1.4142135e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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