Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.185682058334 |
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-vec3-float.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-vec3-float.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: * (vec3(-0.029999999, -0.85000002, -0.94) + 0.0) => vec3(-0.029999999, -0.85000002, -0.94) * (vec3(-0.029999999, -0.85000002, -0.94) + -1.33) => vec3(-1.36, -2.1800001, -2.27) * (vec3(-0.029999999, -0.85000002, -0.94) + 0.85000002) => vec3(0.82000005, 0.0, -0.089999974) * (vec3(1.67, 0.66000003, 1.87) + 0.0) => vec3(1.67, 0.66000003, 1.87) * (vec3(1.67, 0.66000003, 1.87) + -1.33) => vec3(0.33999991, -0.67000002, 0.53999996) * (vec3(1.67, 0.66000003, 1.87) + 0.85000002) => vec3(2.52, 1.51, 2.72) */ #version 120 void main() { float[distance((vec3(-0.029999999, -0.85000002, -0.94) + 0.0), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array0; float[distance((vec3(-0.029999999, -0.85000002, -0.94) + -1.33), vec3(-1.36, -2.1800001, -2.27)) <= 3.4285418e-05 ? 1 : -1] array1; float[distance((vec3(-0.029999999, -0.85000002, -0.94) + 0.85000002), vec3(0.82000005, 0.0, -0.089999974)) <= 8.2492425e-06 ? 1 : -1] array2; float[distance((vec3(1.67, 0.66000003, 1.87) + 0.0), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array3; float[distance((vec3(1.67, 0.66000003, 1.87) + -1.33), vec3(0.33999991, -0.67000002, 0.53999996)) <= 9.252567e-06 ? 1 : -1] array4; float[distance((vec3(1.67, 0.66000003, 1.87) + 0.85000002), 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()); } |