Results for spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large.vert

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.123434782028
note
Returncode was 1
command
/usr/local/src/piglit/framework/../bin/glslparsertest tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large.vert fail 1.30 --check-link
errors
  • Successfully compiled and linked vertex shader tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large.vert: 0(34) : warning C7533: global variable gl_Vertex is deprecated after version 120
info
Returncode: 1

Errors:
Successfully compiled and linked vertex shader tests/spec/glsl-1.30/compiler/clipping/clip-distance-explicit-too-large.vert: 0(34) : warning C7533: global variable gl_Vertex is deprecated after version 120



Output:
Shader source:
/* [config]
 * expect_result: fail
 * glsl_version: 1.30
 * check_link: true
 * [end config]
 *
 * From the GLSL 1.30 spec section 7.1 (Vertex Shader Special
 * Variables):
 *
 *   The gl_ClipDistance array is predeclared as unsized and must be
 *   sized by the shader either redeclaring it with a size or indexing
 *   it only with integral constant expressions. This needs to size
 *   the array to include all the clip planes that are enabled via the
 *   OpenGL API; if the size does not include all enabled planes,
 *   results are undefined. The size can be at most
 *   gl_MaxClipDistances. The number of varying components (see
 *   gl_MaxVaryingComponents) consumed by gl_ClipDistance will match
 *   the size of the array, no matter how many planes are enabled. The
 *   shader must also set all values in gl_ClipDistance that have been
 *   enabled via the OpenGL API, or results are undefined. Values
 *   written into gl_ClipDistance for planes that are not enabled have
 *   no effect.
 *
 * 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.
 */
#version 130

out float gl_ClipDistance[gl_MaxClipDistances+1];

void main()
{
  gl_Position = gl_Vertex;
}

Back to summary