Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.23279094696 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-float-vec2.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/op-add-float-vec2.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: * (0.0 + vec2(-0.1, -1.2)) => vec2(-0.1, -1.2) * (0.0 + vec2(-0.41999999, 0.47999999)) => vec2(-0.41999999, 0.47999999) * (-1.33 + vec2(-0.1, -1.2)) => vec2(-1.4300001, -2.5300002) * (-1.33 + vec2(-0.41999999, 0.47999999)) => vec2(-1.75, -0.85000002) * (0.85000002 + vec2(-0.1, -1.2)) => vec2(0.75, -0.35000002) * (0.85000002 + vec2(-0.41999999, 0.47999999)) => vec2(0.43000004, 1.33) */ #version 120 void main() { float[distance((0.0 + vec2(-0.1, -1.2)), vec2(-0.1, -1.2)) <= 1.2041595e-05 ? 1 : -1] array0; float[distance((0.0 + vec2(-0.41999999, 0.47999999)), vec2(-0.41999999, 0.47999999)) <= 6.3780876e-06 ? 1 : -1] array1; float[distance((-1.33 + vec2(-0.1, -1.2)), vec2(-1.4300001, -2.5300002)) <= 2.9061661e-05 ? 1 : -1] array2; float[distance((-1.33 + vec2(-0.41999999, 0.47999999)), vec2(-1.75, -0.85000002)) <= 1.9455076e-05 ? 1 : -1] array3; float[distance((0.85000002 + vec2(-0.1, -1.2)), vec2(0.75, -0.35000002)) <= 8.2764727e-06 ? 1 : -1] array4; float[distance((0.85000002 + vec2(-0.41999999, 0.47999999)), vec2(0.43000004, 1.33)) <= 1.397784e-05 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |