Status: fail
Result: fail
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 |
|
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()); } |