Results for spec/glsl-1.20/compiler/built-in-functions/step-vec3-vec3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.26145195961
note
Returncode was 1
command
/Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec3-vec3.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec3-vec3.vert: ERROR: 0:18: Array size must be a constant
  • ERROR: 0:19: Array size must be a constant
  • 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: 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'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec3-vec3.vert: ERROR: 0:18: Array size must be a constant
ERROR: 0:19: Array size must be a constant
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: 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:
 * step(vec3(-2.0, -2.0, -2.0), vec3(-2.0, -0.66666669, 0.66666669)) => vec3(1.0, 1.0, 1.0)
 * step(vec3(-2.0, -0.66666669, -0.66666669), vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 1.0)
 * step(vec3(-0.66666669, -0.66666669, 0.66666669), vec3(0.66666669, 2.0, -2.0)) => vec3(1.0, 1.0, 0.0)
 * step(vec3(0.66666669, 0.66666669, 0.66666669), vec3(-0.66666669, 0.66666669, 2.0)) => vec3(0.0, 1.0, 1.0)
 * step(vec3(2.0, 2.0, 2.0), vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 0.0)
 * step(vec3(2.0, -2.0, -2.0), vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 1.0, 1.0)
 */
#version 120

void main()
{
  float[distance(step(vec3(-2.0, -2.0, -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(vec3(-2.0, -0.66666669, -0.66666669), vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array1;
  float[distance(step(vec3(-0.66666669, -0.66666669, 0.66666669), vec3(0.66666669, 2.0, -2.0)), vec3(1.0, 1.0, 0.0)) <= 1.4142135e-05 ? 1 : -1] array2;
  float[distance(step(vec3(0.66666669, 0.66666669, 0.66666669), vec3(-0.66666669, 0.66666669, 2.0)), vec3(0.0, 1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array3;
  float[distance(step(vec3(2.0, 2.0, 2.0), vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array4;
  float[distance(step(vec3(2.0, -2.0, -2.0), vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 1.0, 1.0)) <= 1.7320508e-05 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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