Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.236477136612 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/mix-vec3-vec3-float.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/mix-vec3-vec3-float.vert: 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 0(24) : error C1307: non constant expression for array size 0(25) : error C1307: non constant expression for array size 0(26) : error C1307: non constant expression for array size 0(27) : 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: * mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.0) => vec3(-2.0, -2.0, 2.0) * mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.0) => vec3(2.0, -2.0, -2.0) * mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.33333334) => vec3(-2.3333333, -0.33333328, 0.33333328) * mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.33333334) => vec3(2.3333333, -2.3333333, -0.33333328) * mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.66666669) => vec3(-2.6666667, 1.3333335, -1.3333335) * mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.66666669) => vec3(2.6666667, -2.6666667, 1.3333335) * mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 1.0) => vec3(-3.0, 3.0, -3.0) * mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 1.0) => vec3(3.0, -3.0, 3.0) */ #version 120 void main() { float[distance(mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.0), vec3(-2.0, -2.0, 2.0)) <= 3.4641016e-05 ? 1 : -1] array0; float[distance(mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.0), vec3(2.0, -2.0, -2.0)) <= 3.4641016e-05 ? 1 : -1] array1; float[distance(mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.33333334), vec3(-2.3333333, -0.33333328, 0.33333328)) <= 2.380476e-05 ? 1 : -1] array2; float[distance(mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.33333334), vec3(2.3333333, -2.3333333, -0.33333328)) <= 3.3166245e-05 ? 1 : -1] array3; float[distance(mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 0.66666669), vec3(-2.6666667, 1.3333335, -1.3333335)) <= 3.2659864e-05 ? 1 : -1] array4; float[distance(mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 0.66666669), vec3(2.6666667, -2.6666667, 1.3333335)) <= 3.9999999e-05 ? 1 : -1] array5; float[distance(mix(vec3(-2.0, -2.0, 2.0), vec3(-3.0, 3.0, -3.0), 1.0), vec3(-3.0, 3.0, -3.0)) <= 5.1961521e-05 ? 1 : -1] array6; float[distance(mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, 3.0), 1.0), vec3(3.0, -3.0, 3.0)) <= 5.1961521e-05 ? 1 : -1] array7; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length()); } |