Results for spec/glsl-1.20/compiler/built-in-functions/max-vec4-float.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.298099994659
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/max-vec4-float.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/max-vec4-float.frag: 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 fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/max-vec4-float.frag: 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:
 * max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), -2.0) => vec4(-2.0, -0.66666669, 0.66666669, 2.0)
 * max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), -0.66666669) => vec4(-0.66666669, -0.66666669, 0.66666669, 2.0)
 * max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), 0.66666669) => vec4(0.66666669, 0.66666669, 0.66666669, 2.0)
 * max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), 2.0) => vec4(2.0, 2.0, 2.0, 2.0)
 */
#version 120

void main()
{
  float[distance(max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), -2.0), vec4(-2.0, -0.66666669, 0.66666669, 2.0)) <= 2.9814239e-05 ? 1 : -1] array0;
  float[distance(max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), -0.66666669), vec4(-0.66666669, -0.66666669, 0.66666669, 2.0)) <= 2.3094011e-05 ? 1 : -1] array1;
  float[distance(max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), 0.66666669), vec4(0.66666669, 0.66666669, 0.66666669, 2.0)) <= 2.3094011e-05 ? 1 : -1] array2;
  float[distance(max(vec4(-2.0, -0.66666669, 0.66666669, 2.0), 2.0), vec4(2.0, 2.0, 2.0, 2.0)) <= 3.9999999e-05 ? 1 : -1] array3;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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