Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.304126024246 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/greaterThanEqual-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/greaterThanEqual-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: * greaterThanEqual(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5)) => bvec3(true, false, false) * greaterThanEqual(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5)) => bvec3(false, true, true) * greaterThanEqual(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5)) => bvec3(false, false, true) * greaterThanEqual(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5)) => bvec3(true, true, false) * greaterThanEqual(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5)) => bvec3(true, true, true) * greaterThanEqual(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5)) => bvec3(true, true, false) */ #version 120 void main() { float[all(equal(greaterThanEqual(vec3(-1.5, -1.5, -1.5), vec3(-1.5, -0.5, 0.5)), bvec3(true, false, false))) ? 1 : -1] array0; float[all(equal(greaterThanEqual(vec3(-1.5, -0.5, -0.5), vec3(1.5, -1.5, -0.5)), bvec3(false, true, true))) ? 1 : -1] array1; float[all(equal(greaterThanEqual(vec3(-0.5, -0.5, 0.5), vec3(0.5, 1.5, -1.5)), bvec3(false, false, true))) ? 1 : -1] array2; float[all(equal(greaterThanEqual(vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 1.5)), bvec3(true, true, false))) ? 1 : -1] array3; float[all(equal(greaterThanEqual(vec3(1.5, 1.5, 1.5), vec3(-1.5, -0.5, 0.5)), bvec3(true, true, true))) ? 1 : -1] array4; float[all(equal(greaterThanEqual(vec3(1.5, -1.5, -1.5), vec3(1.5, -1.5, -0.5)), bvec3(true, true, false))) ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |