Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.238185167313 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/distance-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/distance-vec4-vec4.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(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => 0.0 * distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => 3.8371994 * distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => 3.8371994 * distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => 0.0 */ #version 120 void main() { float[0.0 <= distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) && distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) <= 0.0 ? 1 : -1] array0; float[3.83716 <= distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) && distance(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) <= 3.83724 ? 1 : -1] array1; float[3.83716 <= distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) && distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) <= 3.83724 ? 1 : -1] array2; float[0.0 <= distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) && distance(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) <= 0.0 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |