Results for spec/glsl-1.20/compiler/built-in-functions/distance-vec3-vec3.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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