Results for spec/glsl-1.20/compiler/built-in-functions/step-vec4-vec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.31304693222
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.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec4-vec4.vert: 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'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-vec4-vec4.vert: 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_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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