Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.256922006607 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/clamp-vec3-float-float.vert pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/clamp-vec3-float-float.vert: 0(24) : error C1307: non constant expression for array size 0(25) : error C1307: non constant expression for array size 0(26) : error C1307: non constant expression for array size 0(27) : error C1307: non constant expression for array size 0(28) : error C1307: non constant expression for array size 0(29) : error C1307: non constant expression for array size 0(30) : error C1307: non constant expression for array size 0(31) : error C1307: non constant expression for array size 0(32) : error C1307: non constant expression for array size 0(33) : error C1307: non constant expression for array size 0(34) : error C1307: non constant expression for array size 0(35) : error C1307: non constant expression for array size Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, -1.5) => vec3(-1.5, -1.5, -1.5) * clamp(vec3(2.0, -2.0, -0.66666669), -1.5, -1.5) => vec3(-1.5, -1.5, -1.5) * clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, 0.0) => vec3(-1.5, -0.66666669, 0.0) * clamp(vec3(2.0, -2.0, -0.66666669), -1.5, 0.0) => vec3(0.0, -1.5, -0.66666669) * clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, 1.5) => vec3(-1.5, -0.66666669, 0.66666669) * clamp(vec3(2.0, -2.0, -0.66666669), -1.5, 1.5) => vec3(1.5, -1.5, -0.66666669) * clamp(vec3(-2.0, -0.66666669, 0.66666669), 0.0, 0.0) => vec3(0.0, 0.0, 0.0) * clamp(vec3(2.0, -2.0, -0.66666669), 0.0, 0.0) => vec3(0.0, 0.0, 0.0) * clamp(vec3(-2.0, -0.66666669, 0.66666669), 0.0, 1.5) => vec3(0.0, 0.0, 0.66666669) * clamp(vec3(2.0, -2.0, -0.66666669), 0.0, 1.5) => vec3(1.5, 0.0, 0.0) * clamp(vec3(-2.0, -0.66666669, 0.66666669), 1.5, 1.5) => vec3(1.5, 1.5, 1.5) * clamp(vec3(2.0, -2.0, -0.66666669), 1.5, 1.5) => vec3(1.5, 1.5, 1.5) */ #version 120 void main() { float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, -1.5), vec3(-1.5, -1.5, -1.5)) <= 2.598076e-05 ? 1 : -1] array0; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), -1.5, -1.5), vec3(-1.5, -1.5, -1.5)) <= 2.598076e-05 ? 1 : -1] array1; float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, 0.0), vec3(-1.5, -0.66666669, 0.0)) <= 1.6414762e-05 ? 1 : -1] array2; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), -1.5, 0.0), vec3(0.0, -1.5, -0.66666669)) <= 1.6414762e-05 ? 1 : -1] array3; float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), -1.5, 1.5), vec3(-1.5, -0.66666669, 0.66666669)) <= 1.7716909e-05 ? 1 : -1] array4; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), -1.5, 1.5), vec3(1.5, -1.5, -0.66666669)) <= 2.2236107e-05 ? 1 : -1] array5; float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), 0.0, 0.0), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array6; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), 0.0, 0.0), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array7; float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), 0.0, 1.5), vec3(0.0, 0.0, 0.66666669)) <= 6.6666666e-06 ? 1 : -1] array8; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), 0.0, 1.5), vec3(1.5, 0.0, 0.0)) <= 1.5e-05 ? 1 : -1] array9; float[distance(clamp(vec3(-2.0, -0.66666669, 0.66666669), 1.5, 1.5), vec3(1.5, 1.5, 1.5)) <= 2.598076e-05 ? 1 : -1] array10; float[distance(clamp(vec3(2.0, -2.0, -0.66666669), 1.5, 1.5), vec3(1.5, 1.5, 1.5)) <= 2.598076e-05 ? 1 : -1] array11; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length()); } |