Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.249589204788 |
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-vec4-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-vec4-vec4.vert: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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: * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) + vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-3.3, 2.6600001, 3.8599999, 1.52) * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-0.84999996, 1.1800001, 1.42, 0.75999999) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) + vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-0.84999996, 1.1800001, 1.42, 0.75999999) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(1.6, -0.30000001, -1.02, 0.0) */ #version 120 void main() { float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) + vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-3.3, 2.6600001, 3.8599999, 1.52)) <= 5.9309019e-05 ? 1 : -1] array0; float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-0.84999996, 1.1800001, 1.42, 0.75999999)) <= 2.1700002e-05 ? 1 : -1] array1; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) + vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-0.84999996, 1.1800001, 1.42, 0.75999999)) <= 2.1700002e-05 ? 1 : -1] array2; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) + vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(1.6, -0.30000001, -1.02, 0.0)) <= 1.9210414e-05 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |