Results for spec/glsl-1.20/compiler/built-in-functions/greaterThan-vec4-vec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.249153137207
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/greaterThan-vec4-vec4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/greaterThan-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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/greaterThan-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:
 * greaterThan(vec4(-1.5, -1.5, -1.5, -1.5), vec4(-1.5, -0.5, 0.5, 1.5)) => bvec4(false, false, false, false)
 * greaterThan(vec4(-0.5, -0.5, -0.5, -0.5), vec4(-1.5, -0.5, 0.5, 1.5)) => bvec4(true, false, false, false)
 * greaterThan(vec4(0.5, 0.5, 0.5, 0.5), vec4(-1.5, -0.5, 0.5, 1.5)) => bvec4(true, true, false, false)
 * greaterThan(vec4(1.5, 1.5, 1.5, 1.5), vec4(-1.5, -0.5, 0.5, 1.5)) => bvec4(true, true, true, false)
 */
#version 120

void main()
{
  float[all(equal(greaterThan(vec4(-1.5, -1.5, -1.5, -1.5), vec4(-1.5, -0.5, 0.5, 1.5)), bvec4(false, false, false, false))) ? 1 : -1] array0;
  float[all(equal(greaterThan(vec4(-0.5, -0.5, -0.5, -0.5), vec4(-1.5, -0.5, 0.5, 1.5)), bvec4(true, false, false, false))) ? 1 : -1] array1;
  float[all(equal(greaterThan(vec4(0.5, 0.5, 0.5, 0.5), vec4(-1.5, -0.5, 0.5, 1.5)), bvec4(true, true, false, false))) ? 1 : -1] array2;
  float[all(equal(greaterThan(vec4(1.5, 1.5, 1.5, 1.5), vec4(-1.5, -0.5, 0.5, 1.5)), bvec4(true, true, true, false))) ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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