Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.235301017761 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-vec3-vec3.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-vec3-vec3.frag: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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(vec3(-0.029999999, -0.85000002, -0.94), vec3(-0.029999999, -0.85000002, -0.94)) => 0.0 * distance(vec3(-0.029999999, -0.85000002, -0.94), vec3(1.67, 0.66000003, 1.87)) => 3.6147199 * distance(vec3(1.67, 0.66000003, 1.87), vec3(-0.029999999, -0.85000002, -0.94)) => 3.6147199 * distance(vec3(1.67, 0.66000003, 1.87), vec3(1.67, 0.66000003, 1.87)) => 0.0 */ #version 120 void main() { float[0.0 <= distance(vec3(-0.029999999, -0.85000002, -0.94), vec3(-0.029999999, -0.85000002, -0.94)) && distance(vec3(-0.029999999, -0.85000002, -0.94), vec3(-0.029999999, -0.85000002, -0.94)) <= 0.0 ? 1 : -1] array0; float[3.61468 <= distance(vec3(-0.029999999, -0.85000002, -0.94), vec3(1.67, 0.66000003, 1.87)) && distance(vec3(-0.029999999, -0.85000002, -0.94), vec3(1.67, 0.66000003, 1.87)) <= 3.61476 ? 1 : -1] array1; float[3.61468 <= distance(vec3(1.67, 0.66000003, 1.87), vec3(-0.029999999, -0.85000002, -0.94)) && distance(vec3(1.67, 0.66000003, 1.87), vec3(-0.029999999, -0.85000002, -0.94)) <= 3.61476 ? 1 : -1] array2; float[0.0 <= distance(vec3(1.67, 0.66000003, 1.87), vec3(1.67, 0.66000003, 1.87)) && distance(vec3(1.67, 0.66000003, 1.87), vec3(1.67, 0.66000003, 1.87)) <= 0.0 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |