Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.245183944702 |
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-vec3.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/mix-vec3-vec3-vec3.frag: 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: * mix(vec3(-2.0, -2.0, -2.0), vec3(-3.0, -3.0, -3.0), vec3(0.0, 0.33333334, 0.66666669)) => vec3(-2.0, -2.3333333, -2.6666667) * mix(vec3(-2.0, -2.0, -2.0), vec3(-3.0, 3.0, 3.0), vec3(1.0, 0.0, 0.33333334)) => vec3(-3.0, -2.0, -0.33333328) * mix(vec3(-2.0, -2.0, 2.0), vec3(3.0, 3.0, -3.0), vec3(0.66666669, 1.0, 0.0)) => vec3(1.3333335, 3.0, 2.0) * mix(vec3(2.0, 2.0, 2.0), vec3(-3.0, -3.0, -3.0), vec3(0.33333334, 0.66666669, 1.0)) => vec3(0.33333328, -1.3333335, -3.0) * mix(vec3(2.0, 2.0, 2.0), vec3(3.0, 3.0, 3.0), vec3(0.0, 0.33333334, 0.66666669)) => vec3(2.0, 2.3333333, 2.6666667) * mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, -3.0), vec3(1.0, 0.0, 0.33333334)) => vec3(3.0, -2.0, -2.3333333) */ #version 120 void main() { float[distance(mix(vec3(-2.0, -2.0, -2.0), vec3(-3.0, -3.0, -3.0), vec3(0.0, 0.33333334, 0.66666669)), vec3(-2.0, -2.3333333, -2.6666667)) <= 4.0688519e-05 ? 1 : -1] array0; float[distance(mix(vec3(-2.0, -2.0, -2.0), vec3(-3.0, 3.0, 3.0), vec3(1.0, 0.0, 0.33333334)), vec3(-3.0, -2.0, -0.33333328)) <= 3.6209265e-05 ? 1 : -1] array1; float[distance(mix(vec3(-2.0, -2.0, 2.0), vec3(3.0, 3.0, -3.0), vec3(0.66666669, 1.0, 0.0)), vec3(1.3333335, 3.0, 2.0)) <= 3.8441874e-05 ? 1 : -1] array2; float[distance(mix(vec3(2.0, 2.0, 2.0), vec3(-3.0, -3.0, -3.0), vec3(0.33333334, 0.66666669, 1.0)), vec3(0.33333328, -1.3333335, -3.0)) <= 3.2998316e-05 ? 1 : -1] array3; float[distance(mix(vec3(2.0, 2.0, 2.0), vec3(3.0, 3.0, 3.0), vec3(0.0, 0.33333334, 0.66666669)), vec3(2.0, 2.3333333, 2.6666667)) <= 4.0688519e-05 ? 1 : -1] array4; float[distance(mix(vec3(2.0, -2.0, -2.0), vec3(3.0, -3.0, -3.0), vec3(1.0, 0.0, 0.33333334)), vec3(3.0, -2.0, -2.3333333)) <= 4.2946995e-05 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |