Results for glslparsertest/glsl2/gst-gl-convolution.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 1.34422802925
note Returncode was 1
errors
  • Failed to compile fragment shader tests/glslparsertest/glsl2/gst-gl-convolution.frag: ERROR: 0:41: \'array of 2-component vector of float\' : constructor not supported for type
  • ERROR: 0:44: \'array of 2-component vector of float\' : no matching overloaded function found
  • ERROR: 0:41: \'offset\' : redefinition
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/glslparsertest/glsl2/gst-gl-convolution.frag: ERROR: 0:41: 'array of 2-component vector of float' : constructor not supported for type 
ERROR: 0:44: 'array of 2-component vector of float' : no matching overloaded function found 
ERROR: 0:41: 'offset' : redefinition 



Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.20
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]

/*
 * GStreamer
 * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the
 * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
 * Boston, MA 02111-1307, USA.
 */

#version 120
/* The #version was added by anholt in converting to piglit due to the
 * use of the array constructor.
 */

#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect tex;
uniform float norm_const;
uniform float norm_offset;
uniform float kernel[9];
void main () {
  vec2 offset[9] = vec2[9] (
      vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),
      vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),
      vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );
  vec2 texturecoord = gl_TexCoord[0].st;
  int i;
  vec4 sum = vec4 (0.0);
  for (i = 0; i < 9; i++) {
    if (kernel[i] != 0.0) {
      vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
      sum += neighbor * kernel[i]/norm_const;
    }
  }
  gl_FragColor = sum + norm_offset;
}

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