Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.186776161194 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/clamp-vec4-vec4-vec4.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-vec4-vec4-vec4.vert: 0(18) : error C1307: non constant expression for array size 0(19) : error C1307: non constant expression for array size 0(20) : error C1307: non constant expression for array size 0(21) : error C1307: non constant expression for array size 0(22) : error C1307: non constant expression for array size 0(23) : 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(vec4(-2.0, -2.0, -2.0, -2.0), vec4(-1.5, -1.5, -1.5, 0.0), vec4(-1.5, 0.0, 1.5, 0.0)) => vec4(-1.5, -1.5, -1.5, 0.0) * clamp(vec4(-2.0, -2.0, -0.66666669, -0.66666669), vec4(0.0, 1.5, -1.5, -1.5), vec4(1.5, 1.5, -1.5, 0.0)) => vec4(0.0, 1.5, -1.5, -0.66666669) * clamp(vec4(-0.66666669, -0.66666669, -0.66666669, -0.66666669), vec4(-1.5, 0.0, 0.0, 1.5), vec4(1.5, 0.0, 1.5, 1.5)) => vec4(-0.66666669, 0.0, 0.0, 1.5) * clamp(vec4(0.66666669, 0.66666669, 0.66666669, 0.66666669), vec4(-1.5, -1.5, -1.5, 0.0), vec4(-1.5, 0.0, 1.5, 0.0)) => vec4(-1.5, 0.0, 0.66666669, 0.0) * clamp(vec4(0.66666669, 0.66666669, 2.0, 2.0), vec4(0.0, 1.5, -1.5, -1.5), vec4(1.5, 1.5, -1.5, 0.0)) => vec4(0.66666669, 1.5, -1.5, 0.0) * clamp(vec4(2.0, 2.0, 2.0, 2.0), vec4(-1.5, 0.0, 0.0, 1.5), vec4(1.5, 0.0, 1.5, 1.5)) => vec4(1.5, 0.0, 1.5, 1.5) */ #version 120 void main() { float[distance(clamp(vec4(-2.0, -2.0, -2.0, -2.0), vec4(-1.5, -1.5, -1.5, 0.0), vec4(-1.5, 0.0, 1.5, 0.0)), vec4(-1.5, -1.5, -1.5, 0.0)) <= 2.598076e-05 ? 1 : -1] array0; float[distance(clamp(vec4(-2.0, -2.0, -0.66666669, -0.66666669), vec4(0.0, 1.5, -1.5, -1.5), vec4(1.5, 1.5, -1.5, 0.0)), vec4(0.0, 1.5, -1.5, -0.66666669)) <= 2.2236107e-05 ? 1 : -1] array1; float[distance(clamp(vec4(-0.66666669, -0.66666669, -0.66666669, -0.66666669), vec4(-1.5, 0.0, 0.0, 1.5), vec4(1.5, 0.0, 1.5, 1.5)), vec4(-0.66666669, 0.0, 0.0, 1.5)) <= 1.6414762e-05 ? 1 : -1] array2; float[distance(clamp(vec4(0.66666669, 0.66666669, 0.66666669, 0.66666669), vec4(-1.5, -1.5, -1.5, 0.0), vec4(-1.5, 0.0, 1.5, 0.0)), vec4(-1.5, 0.0, 0.66666669, 0.0)) <= 1.6414762e-05 ? 1 : -1] array3; float[distance(clamp(vec4(0.66666669, 0.66666669, 2.0, 2.0), vec4(0.0, 1.5, -1.5, -1.5), vec4(1.5, 1.5, -1.5, 0.0)), vec4(0.66666669, 1.5, -1.5, 0.0)) <= 2.2236107e-05 ? 1 : -1] array4; float[distance(clamp(vec4(2.0, 2.0, 2.0, 2.0), vec4(-1.5, 0.0, 0.0, 1.5), vec4(1.5, 0.0, 1.5, 1.5)), vec4(1.5, 0.0, 1.5, 1.5)) <= 2.598076e-05 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |