Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.305680036545 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/notEqual-vec2-vec2.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/notEqual-vec2-vec2.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: * notEqual(vec2(-1.5, -1.5), vec2(-1.5, -0.5)) => bvec2(false, true) * notEqual(vec2(-1.5, -1.5), vec2(0.5, 1.5)) => bvec2(true, true) * notEqual(vec2(-0.5, -0.5), vec2(-1.5, -0.5)) => bvec2(true, false) * notEqual(vec2(-0.5, -0.5), vec2(0.5, 1.5)) => bvec2(true, true) * notEqual(vec2(0.5, 0.5), vec2(-1.5, -0.5)) => bvec2(true, true) * notEqual(vec2(0.5, 0.5), vec2(0.5, 1.5)) => bvec2(false, true) * notEqual(vec2(1.5, 1.5), vec2(-1.5, -0.5)) => bvec2(true, true) * notEqual(vec2(1.5, 1.5), vec2(0.5, 1.5)) => bvec2(true, false) */ #version 120 void main() { float[all(equal(notEqual(vec2(-1.5, -1.5), vec2(-1.5, -0.5)), bvec2(false, true))) ? 1 : -1] array0; float[all(equal(notEqual(vec2(-1.5, -1.5), vec2(0.5, 1.5)), bvec2(true, true))) ? 1 : -1] array1; float[all(equal(notEqual(vec2(-0.5, -0.5), vec2(-1.5, -0.5)), bvec2(true, false))) ? 1 : -1] array2; float[all(equal(notEqual(vec2(-0.5, -0.5), vec2(0.5, 1.5)), bvec2(true, true))) ? 1 : -1] array3; float[all(equal(notEqual(vec2(0.5, 0.5), vec2(-1.5, -0.5)), bvec2(true, true))) ? 1 : -1] array4; float[all(equal(notEqual(vec2(0.5, 0.5), vec2(0.5, 1.5)), bvec2(false, true))) ? 1 : -1] array5; float[all(equal(notEqual(vec2(1.5, 1.5), vec2(-1.5, -0.5)), bvec2(true, true))) ? 1 : -1] array6; float[all(equal(notEqual(vec2(1.5, 1.5), vec2(0.5, 1.5)), bvec2(true, false))) ? 1 : -1] array7; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length()); } |