Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.262258052826 |
| 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-vec3.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/op-add-float-vec3.vert: 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 + vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-0.029999999, -0.85000002, -0.94)
* (0.0 + vec3(1.67, 0.66000003, 1.87)) => vec3(1.67, 0.66000003, 1.87)
* (-1.33 + vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-1.36, -2.1800001, -2.27)
* (-1.33 + vec3(1.67, 0.66000003, 1.87)) => vec3(0.33999991, -0.67000002, 0.53999996)
* (0.85000002 + vec3(-0.029999999, -0.85000002, -0.94)) => vec3(0.82000005, 0.0, -0.089999974)
* (0.85000002 + vec3(1.67, 0.66000003, 1.87)) => vec3(2.52, 1.51, 2.72)
*/
#version 120
void main()
{
float[distance((0.0 + vec3(-0.029999999, -0.85000002, -0.94)), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array0;
float[distance((0.0 + vec3(1.67, 0.66000003, 1.87)), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array1;
float[distance((-1.33 + vec3(-0.029999999, -0.85000002, -0.94)), vec3(-1.36, -2.1800001, -2.27)) <= 3.4285418e-05 ? 1 : -1] array2;
float[distance((-1.33 + vec3(1.67, 0.66000003, 1.87)), vec3(0.33999991, -0.67000002, 0.53999996)) <= 9.252567e-06 ? 1 : -1] array3;
float[distance((0.85000002 + vec3(-0.029999999, -0.85000002, -0.94)), vec3(0.82000005, 0.0, -0.089999974)) <= 8.2492425e-06 ? 1 : -1] array4;
float[distance((0.85000002 + vec3(1.67, 0.66000003, 1.87)), vec3(2.52, 1.51, 2.72)) <= 4.003611e-05 ? 1 : -1] array5;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
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