Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.15420794487 |
note | Returncode was 1 |
command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec4-vec4.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/step-vec4-vec4.frag: ERROR: 0:16: Array size must be a constant ERROR: 0:17: Array size must be a constant ERROR: 0:18: Array size must be a constant ERROR: 0:19: Array size must be a constant 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: * step(vec4(-2.0, -2.0, -2.0, -2.0), vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(1.0, 1.0, 1.0, 1.0) * step(vec4(-0.66666669, -0.66666669, -0.66666669, -0.66666669), vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 1.0, 1.0, 1.0) * step(vec4(0.66666669, 0.66666669, 0.66666669, 0.66666669), vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.0, 1.0, 1.0) * step(vec4(2.0, 2.0, 2.0, 2.0), vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.0, 0.0, 1.0) */ #version 120 void main() { float[distance(step(vec4(-2.0, -2.0, -2.0, -2.0), vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(1.0, 1.0, 1.0, 1.0)) <= 1.9999999e-05 ? 1 : -1] array0; float[distance(step(vec4(-0.66666669, -0.66666669, -0.66666669, -0.66666669), vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 1.0, 1.0, 1.0)) <= 1.7320508e-05 ? 1 : -1] array1; float[distance(step(vec4(0.66666669, 0.66666669, 0.66666669, 0.66666669), vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.0, 1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array2; float[distance(step(vec4(2.0, 2.0, 2.0, 2.0), vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.0, 0.0, 1.0)) <= 9.9999997e-06 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |