Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.222304105759 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/glslparsertest/shaders/CorrectFull.vert pass 1.10 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/glslparsertest/shaders/CorrectFull.vert: 0(13) : error C0000: syntax error, unexpected ',' at token "," 0(14) : error C1121: test_function1: function type parameters not allowed 0(14) : error C0000: syntax error, unexpected ',' at token "," 0(95) : error C1121: test_function2: function type parameters not allowed Output: Shader source: // [config] // expect_result: pass // glsl_version: 1.10 // // # NOTE: Config section was auto-generated from file // # NOTE: 'glslparser.tests' at git revision // # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 // [end config] void test_function(const in int in_int, inout int out_int); int test_function1(in int in_int, inout int out_int); int test_function1(in int in_int1, inout int , out int); int test_function1(in int in_int1, inout int , out int); uniform float array_float[2]; struct light1 { float intensity; vec3 position; int test_int[2]; struct nested { int a; float f; } light2; } lightVar; light1 ll2; varying struct light3 { float i; } ; attribute struct light4 { float i; }; struct light5 { float i ; float a[2]; } light5_inst; uniform light3 uniformLight3; uniform struct light6 { float i; }; uniform light6 uniformLight6; struct light7 { struct { struct { struct { float f; } light10; } light9; } light8; } ; light3 struct_var = light3(5.0); // Attribtue variables can only be Global attribute float flt_attrib; attribute vec2 vec2_attrib; attribute vec3 vec3_attrib; attribute vec4 vec4_attrib; attribute mat2 mat2_attrib; attribute mat3 mat3_attrib; attribute mat4 mat4_attrib; uniform float flt_uniform; uniform vec3 uniform_vec3; uniform mat3 uniform_mat3; uniform sampler1D samp[]; uniform sampler1D samp1; const struct light12 { int a; } uniform_struct = light12(2); varying vec3 varying_vec3; varying vec2 varying_vec2; varying vec4 varying_vec4; varying mat4 varying_mat4; varying mat2 varying_mat2; varying mat3 varying_mat3; varying float varying_flt; float frequencies[2]; void test_function2(int func_int) { } void test_function3(light3); void test_function4(light5 ll20); void test_function5(light1); light6 test_function6(int a); const float FloatConst1 = 3.0 * 8.0, floatConst2 = 4.0; const bool BoolConst1 = true && true || false; const bool BoolConst2 = false || !false && false; void main(void) { int test_int1 = 42; struct structMain { float i; } testStruct; struct { structMain a; } aStruct; testStruct.i = 5.0 ; struct_var.i = 5.0; structMain newStruct, newStruct1; testStruct = newStruct; newStruct = newStruct1; lightVar.light2.f = 1.1; light1 ll1; ll1.light2.a = 1; const struct const_struct { float i; } const_struct_inst = const_struct(1.0); ll1 = ll2; ll1.light2 = ll2.light2; ll1.light2 = ll1.light2; ll1.light2.f = ll2.light2.f; ll1.light2.f = ll1.light2.f; lightVar = ll2; ll2 = lightVar; light5 ll10; light7 ll7[]; structMain newStruct2[2]; newStruct2[0].i = 1.1; ll7[0].light8.light9.light10.f = 1.1; bool test_bool4 = false ; bool test_bool5 = 1.2 > 3.0 ; int test_int2 = 047; int test_int4 = 0xa8; // testing for hexadecimal numbers float test_float1 = 1.5; float test_float2 = .01; float test_float3 = 10.; float test_float4 = 10.01; float test_float5 = 23e+2; float test_float6 = 23E-3; float test_float8 = 23E2; bool test_bool6 = BoolConst1 && ! (test_int1 != 0) && ! BoolConst1 && ! (FloatConst1 != 0.0) && (FloatConst1 != 0.0) && (test_float1 != 0.0); vec4 color = vec4(0.0, 1.0, 0.0, 1.0); vec4 color2 = vec4(0.0); vec3 color4 = vec3(test_float8); ivec4 test_int_vect1 = ivec4(1.0,1.0,1.0,1.0); ivec3 test_int_vec3 = ivec3(1, 1, 1) ; bvec4 test_bool_vect1 = bvec4(1., 1., 1. , 1. ); vec2 test_vec2 = vec2(1., 1.); vec2 test_vec3 = vec2(1., 1); vec4 test_vec4 = vec4(test_int_vect1); vec2 test_vec5 = vec2(color4); vec3 test_vec7 = vec3(color); vec3 test_vec8 = vec3(test_vec2, test_float4); vec3 test_vec9 = vec3(test_float4, test_vec2); vec4 test_vec10 = vec4(test_vec9, 0.01); vec4 test_vec11 = vec4(0.01, test_vec9); vec4 test_vec12 = vec4(test_vec2, test_vec2); mat2 test_mat2 = mat2(test_float3); mat3 test_mat3 = mat3(test_float3); mat4 test_mat4 = mat4(test_float3); mat2 test_mat7 = mat2(test_vec2, test_vec2); mat2 test_mat8 = mat2(01.01, 2.01, 3.01, 4.01); mat3 test_mat9 = mat3(test_vec7, test_vec7, test_vec7); mat4 test_mat10 = mat4(test_vec10, test_vec10, test_vec10, test_vec10); test_mat10[1] = test_vec10; mat2 test_mat12 = mat2(test_vec2, 0.01, 0.01); mat2 test_mat13 = mat2(0.01, 5., test_vec2); mat2 test_mat15 = mat2(0.1, 5., test_vec2 ); //mat2 test_mat16 = mat2(test_mat9); //mat2 test_mat17 = mat2(test_mat10); float freq1[2]; float freq2[]; while(test_float1 < 1.0); float freq2[]; float freq2[25]; freq2[1] = 1.9 ; const int array_index = 2; freq2[test_int1] = 1.9 ; freq2[array_index] = 1.8; const int const_int = 5; test_float1 = varying_flt; int out_int; int intArray[]; test_function(test_int1, test_int1); test_function(test_int1, intArray[2]); vec3 vv = vec3(test_function1(test_int1, out_int)); bool bool_var = true; int test_int6 = int(bool_var); test_float1 = float(bool_var); test_float1 = float(test_int6); test_int6 = int(test_float1); bool_var = bool(test_int6); bool_var = bool(test_float1); test_float1 = float(test_vec9); test_vec2.x = 1.2; test_vec2.y = 1.4; test_vec2.xy; color.zy = test_vec2; test_vec2[1] = 1.1; test_mat2[0][0] = 1.1; test_float1 += 1.0; test_float1 -= 1.0; test_float1 *= 1.0; test_float1 /= 1.0; test_mat12 *= test_mat13 ; test_mat12 *= test_float1; test_vec2 *= test_float1; test_vec2 *= test_mat12; test_float1++; test_float1--; --test_float1; ++test_float1; test_float1; test_int1++; test_int1--; test_vec2 = test_vec2 + test_float1; test_vec2 = test_float1 + test_vec2; test_mat12 = test_mat12 * test_mat13; test_vec2 = test_vec2 * test_vec5; test_vec2++; test_mat2++; bool test_bool2 = test_float2 > test_float3; bool test_bool3 = test_int1 > test_int6 ; test_bool3 = test_vec2 == test_vec5; test_bool2 = test_bool3 && test_bool4; test_bool2 = test_bool3 || test_bool4; test_bool2 = test_bool3 ^^ test_bool4; test_bool2 = !test_bool3; test_bool3 = !(test_int1 > test_int6) ; test_float1 = test_int1 > test_int6 ? test_float2 : test_float3; test_vec2 = test_int1 > test_int6 ? test_vec2 : test_vec5; if(test_bool2) test_float1++; else test_float1--; if(test_float1 > test_float2) test_float1++; if( test_bool2 ) { int if_int; test_float1++; } if(test_bool2) if(test_bool3) if(test_bool3) test_float1++; for(int for_int=0; for_int < 5; for_int++) { // do nothing as such } for(; test_bool2; ) { int for_int; } for(; test_bool2 = (test_float1 > test_float2); ) { } for(int for_int1; test_bool2; ) { int for_int; } for(; test_bool2; test_float1++) { int test_float; } while(bool b = (test_float1 > test_float2)) { break; continue; } for(;;) { for(;;) { break; } } while( test_bool2 ) { break; } do { int dowhile_int; dowhile_int = 3; } while(test_bool2); // VERTEX SHADER ONLY VARIABLES gl_PointSize = 4.0; gl_ClipVertex = vec4(2.0, 3.0, 1.0, 1.1); gl_Position = vec4(2.0, 3.0, 1.0, 1.1); gl_Position = gl_Vertex; // VERTEX SHADER BUILT-IN ATTRIBUTES vec4 builtInV4 = gl_Color + gl_SecondaryColor + gl_Vertex + gl_MultiTexCoord0 + gl_MultiTexCoord1 + gl_MultiTexCoord2 + gl_MultiTexCoord3 + gl_MultiTexCoord4 + gl_MultiTexCoord5 + gl_MultiTexCoord6 + gl_MultiTexCoord7; int builtInI = gl_MaxLights + gl_MaxClipPlanes + gl_MaxTextureUnits + gl_MaxTextureCoords + gl_MaxVertexAttribs + gl_MaxVertexUniformComponents + gl_MaxVaryingFloats + gl_MaxVertexTextureImageUnits + gl_MaxCombinedTextureImageUnits + gl_MaxTextureImageUnits + gl_MaxFragmentUniformComponents + gl_MaxDrawBuffers ; mat4 builtInM4 = gl_ModelViewMatrix + gl_ModelViewProjectionMatrix + gl_ProjectionMatrix; gl_NormalMatrix; gl_TextureMatrix[gl_MaxTextureCoords-1]; gl_TextureMatrix; gl_NormalScale ; gl_DepthRange.near ; test_float1 = gl_DepthRange.near; test_float1 = gl_DepthRange.far; test_float1 = gl_DepthRange.diff; gl_ClipPlane[gl_MaxClipPlanes-1] ; gl_Point.size; gl_Point.sizeMin; gl_Point.sizeMax; gl_Point.fadeThresholdSize ; gl_Point.distanceConstantAttenuation; gl_Point.distanceLinearAttenuation ; gl_Point.distanceQuadraticAttenuation; gl_MaterialParameters test; gl_FrontMaterial.emission; color = gl_FrontMaterial.emission; color = gl_FrontMaterial.ambient; color = gl_FrontMaterial.diffuse; color = gl_FrontMaterial.specular; test_float1 = gl_FrontMaterial.shininess; gl_LightSourceParameters lightSource; float builtInFloat1 = gl_LightSource[0].spotExponent; color = gl_LightSource[0].ambient; color = lightSource.ambient; color = lightSource.diffuse; color = lightSource.specular; color = lightSource.position; color = lightSource.halfVector; color4 = lightSource.spotDirection; test_float1 = lightSource.spotExponent; test_float1 = lightSource.spotCutoff; test_float1 = lightSource.spotCosCutoff; test_float1 = lightSource.constantAttenuation; test_float1 = lightSource.linearAttenuation; test_float1 = lightSource.quadraticAttenuation; color = gl_LightModel.ambient; gl_LightModelParameters lightModel; color = gl_LightModel.ambient; color = lightModel.ambient; color = gl_FrontLightModelProduct.sceneColor ; gl_LightModelProducts lightModelProd; color = lightModelProd.sceneColor; color = gl_FrontLightModelProduct.sceneColor; color = gl_FrontLightProduct[0].ambient; color = gl_FrontLightProduct[0].ambient; gl_LightProducts lightProd; color = lightProd.ambient; color = lightProd.diffuse; color = lightProd.specular; color = gl_TextureEnvColor[gl_MaxTextureUnits-1]; color = gl_EyePlaneS[gl_MaxTextureCoords-1] ; color = gl_EyePlaneT[gl_MaxTextureCoords-1]; color = gl_EyePlaneR[gl_MaxTextureCoords-1]; color = gl_EyePlaneQ[gl_MaxTextureCoords-1]; color = gl_ObjectPlaneS[gl_MaxTextureCoords-1]; color = gl_ObjectPlaneT[gl_MaxTextureCoords-1] ; color = gl_ObjectPlaneR[gl_MaxTextureCoords-1]; color = gl_ObjectPlaneQ[gl_MaxTextureCoords-1]; test_float1 = gl_Fog.density ; test_float1 = gl_Fog.start ; test_float1 = gl_Fog.end ; test_float1 = gl_Fog.scale ; color = gl_Fog.color ; gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); gl_FrontSecondaryColor = vec4(1.0, 1.0, 1.0, 1.0); gl_BackSecondaryColor = vec4(1.0, 1.0, 1.0, 1.0); // VARYING VARIABLES AVAILABLE IN FRAGMENT AND VERTEX SHADERS BOTH gl_TexCoord[0] = vec4(1.0, 1.0, 1.0, 1.0); gl_FogFragCoord = 1.0; } void test_function(const in int in_int, inout int out_int) { out_int = 5; int i = 5; return ; } int test_function1(in int in_int1, inout int unused1, out int unused2) { float ff; in_int1 = 5; return in_int1; } void test_function3(light3 ll) { ll.i = 5.0; varying_flt = 1.2; } void test_function4(light5 ll20) { ll20.i = 10.0; } void test_function5(light1 struct_light1) { struct_light1.light2.a = 1; light5 ll5; struct_light1.light2.f = ll5.i; struct_light1.light2.f++; struct_light1.light2.a++; } light6 test_function6(int a) { int x; light6 funcStruct; light7 funcStruct1; -x; x = x - x ; mat2 m; m++; -m; (m)++; return funcStruct; } float test_function7(light1 ll1, int light1 ) { float f; struct ss1 { int a; }; for(;;) { for(;;) { if(true) break; if(true) break; if(true) break; } break; } for(;;); return float(1); } |