Results for spec/glsl-1.20/compiler/built-in-functions/distance-float-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.266045093536
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-float-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-float-float.vert: 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
  • 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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-float-float.vert: 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
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



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * distance(0.0, 0.0) => 0.0
 * distance(0.0, -1.33) => 1.33
 * distance(0.0, 0.85000002) => 0.85000002
 * distance(-1.33, 0.0) => 1.33
 * distance(-1.33, -1.33) => 0.0
 * distance(-1.33, 0.85000002) => 2.1800001
 * distance(0.85000002, 0.0) => 0.85000002
 * distance(0.85000002, -1.33) => 2.1800001
 * distance(0.85000002, 0.85000002) => 0.0
 */
#version 120

void main()
{
  float[0.0 <= distance(0.0, 0.0) && distance(0.0, 0.0) <= 0.0 ? 1 : -1] array0;
  float[1.32999 <= distance(0.0, -1.33) && distance(0.0, -1.33) <= 1.33001 ? 1 : -1] array1;
  float[0.849992 <= distance(0.0, 0.85000002) && distance(0.0, 0.85000002) <= 0.850009 ? 1 : -1] array2;
  float[1.32999 <= distance(-1.33, 0.0) && distance(-1.33, 0.0) <= 1.33001 ? 1 : -1] array3;
  float[0.0 <= distance(-1.33, -1.33) && distance(-1.33, -1.33) <= 0.0 ? 1 : -1] array4;
  float[2.17998 <= distance(-1.33, 0.85000002) && distance(-1.33, 0.85000002) <= 2.18002 ? 1 : -1] array5;
  float[0.849992 <= distance(0.85000002, 0.0) && distance(0.85000002, 0.0) <= 0.850009 ? 1 : -1] array6;
  float[2.17998 <= distance(0.85000002, -1.33) && distance(0.85000002, -1.33) <= 2.18002 ? 1 : -1] array7;
  float[0.0 <= distance(0.85000002, 0.85000002) && distance(0.85000002, 0.85000002) <= 0.0 ? 1 : -1] array8;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length());
}

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