Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.175892114639 |
| note | Returncode was 1 |
| command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-float-vec3.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/step-float-vec3.vert: ERROR: 0:20: Array size must be a constant
ERROR: 0:21: Array size must be a constant
ERROR: 0:22: Array size must be a constant
ERROR: 0:23: Array size must be a constant
ERROR: 0:24: Array size must be a constant
ERROR: 0:25: Array size must be a constant
ERROR: 0:26: Array size must be a constant
ERROR: 0:27: Array size must be a constant
ERROR: 0:28: Use of undeclared identifier 'array0'
ERROR: 0:28: Use of undeclared identifier 'array1'
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'
ERROR: 0:28: Use of undeclared identifier 'array6'
ERROR: 0:28: Use of undeclared identifier 'array7'
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* step(-2.0, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(1.0, 1.0, 1.0)
* step(-2.0, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 1.0, 1.0)
* step(-0.66666669, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 1.0, 1.0)
* step(-0.66666669, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 1.0)
* step(0.66666669, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 1.0)
* step(0.66666669, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.0)
* step(2.0, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 0.0)
* step(2.0, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.0)
*/
#version 120
void main()
{
float[distance(step(-2.0, vec3(-2.0, -0.66666669, 0.66666669)), vec3(1.0, 1.0, 1.0)) <= 1.7320508e-05 ? 1 : -1] array0;
float[distance(step(-2.0, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 1.0, 1.0)) <= 1.7320508e-05 ? 1 : -1] array1;
float[distance(step(-0.66666669, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array2;
float[distance(step(-0.66666669, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array3;
float[distance(step(0.66666669, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 1.0)) <= 9.9999997e-06 ? 1 : -1] array4;
float[distance(step(0.66666669, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.0)) <= 9.9999997e-06 ? 1 : -1] array5;
float[distance(step(2.0, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array6;
float[distance(step(2.0, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.0)) <= 9.9999997e-06 ? 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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