Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.238742828369 |
| 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.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/distance-vec3-vec3.vert: 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_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
|