Results for spec/glsl-1.20/compiler/built-in-functions/op-add-float-vec4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.239606142044
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-vec4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-float-vec4.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-float-vec4.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 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-1.65, 1.33, 1.9299999, 0.75999999)
 * (0.0 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(0.80000001, -0.15000001, -0.50999999, 0.0)
 * (-1.33 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-2.98, 0.0, 0.5999999, -0.57000005)
 * (-1.33 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-0.53000003, -1.48, -1.84, -1.33)
 * (0.85000002 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-0.79999995, 2.1800001, 2.78, 1.61)
 * (0.85000002 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(1.6500001, 0.70000005, 0.34000003, 0.85000002)
 */
#version 120

void main()
{
  float[distance((0.0 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-1.65, 1.33, 1.9299999, 0.75999999)) <= 2.9654509e-05 ? 1 : -1] array0;
  float[distance((0.0 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) <= 9.6052072e-06 ? 1 : -1] array1;
  float[distance((-1.33 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-2.98, 0.0, 0.5999999, -0.57000005)) <= 3.0927818e-05 ? 1 : -1] array2;
  float[distance((-1.33 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-0.53000003, -1.48, -1.84, -1.33)) <= 2.7614851e-05 ? 1 : -1] array3;
  float[distance((0.85000002 + vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-0.79999995, 2.1800001, 2.78, 1.61)) <= 3.9639501e-05 ? 1 : -1] array4;
  float[distance((0.85000002 + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(1.6500001, 0.70000005, 0.34000003, 0.85000002)) <= 2.0126105e-05 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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