Status: fail
Result: fail
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 |
|
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]); } |