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());
}
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