Results for spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large-with-access.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 1.40334391594
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large-with-access.frag fail 1.30 --check-link
errors
  • Successfully compiled and linked fragment shader tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large-with-access.frag: Fragment shader was successfully compiled to run on hardware.
info
Returncode: 1

Errors:
Successfully compiled and linked fragment shader tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large-with-access.frag: Fragment shader was successfully compiled to run on hardware.



Output:
Shader source:
/* [config]
 * expect_result: fail
 * glsl_version: 1.30
 * check_link: true
 * [end config]
 *
 * From the GLSL 1.30 spec section 7.2 (Fragment Shader Special
 * Variables):
 *
 *   The built-in input variable gl_ClipDistance array contains
 *   linearly interpolated values for the vertex values written by the
 *   vertex shader to the gl_ClipDistance vertex output variable. This
 *   array must be sized in the fragment shader either implicitly or
 *   explicitly to be the same size as it was sized in the vertex
 *   shader.
 *
 * This test checks that the an error occurs when explicitly setting
 * the size of gl_ClipDistance to gl_MaxClipDistances+1 (which should
 * generate an error) and accessing gl_ClipDistance[0] (which would
 * otherwise be ok).
 */
#version 130

out float gl_ClipDistance[gl_MaxClipDistances+1];

void main()
{
  gl_FragColor = vec4(gl_ClipDistance[0]);
}

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