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

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.240085124969
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/equal-vec3-vec3.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/equal-vec3-vec3.vert: 0(18) : error C1307: non constant expression for array size
  • 0(19) : error C1307: non constant expression for array size
  • 0(20) : error C1307: non constant expression for array size
  • 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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/equal-vec3-vec3.vert: 0(18) : error C1307: non constant expression for array size
0(19) : error C1307: non constant expression for array size
0(20) : error C1307: non constant expression for array size
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



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * equal(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5)) => bvec3(true, false, false)
 * equal(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5)) => bvec3(false, false, true)
 * equal(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5)) => bvec3(false, false, false)
 * equal(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5)) => bvec3(false, true, false)
 * equal(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5)) => bvec3(false, false, false)
 * equal(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5)) => bvec3(true, true, false)
 */
#version 120

void main()
{
  float[equal(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5))[0] == true && equal(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5))[1] == false && equal(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5))[2] == false ? 1 : -1] array0;
  float[equal(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5))[0] == false && equal(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5))[1] == false && equal(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5))[2] == true ? 1 : -1] array1;
  float[equal(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5))[0] == false && equal(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5))[1] == false && equal(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5))[2] == false ? 1 : -1] array2;
  float[equal(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5))[0] == false && equal(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5))[1] == true && equal(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5))[2] == false ? 1 : -1] array3;
  float[equal(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5))[0] == false && equal(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5))[1] == false && equal(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5))[2] == false ? 1 : -1] array4;
  float[equal(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5))[0] == true && equal(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5))[1] == true && equal(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5))[2] == false ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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