Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.226780176163 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-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-div-float-float.vert: 0(18) : error C1101: ambiguous overloaded function reference "distance(float, int)"
(0) : superp float distance(superp float, superp float)
(0) : lowp float distance(lowp float, lowp float)
(0) : mediump float distance(mediump float, mediump float)
(0) : float distance(float, float)
0(18) : error C1101: ambiguous overloaded function reference "distance(float, int)"
(0) : superp float distance(superp float, superp float)
(0) : lowp float distance(lowp float, lowp float)
(0) : mediump float distance(mediump float, mediump float)
(0) : float distance(float, float)
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 / -1.33) => -0
* (0.0 / 0.85000002) => 0.0
* (-1.33 / -1.33) => 1.0
* (-1.33 / 0.85000002) => -1.5647058
* (0.85000002 / -1.33) => -0.63909775
* (0.85000002 / 0.85000002) => 1.0
*/
#version 120
void main()
{
float[distance((0.0 / -1.33), -0) <= 0.0 ? 1 : -1] array0;
float[distance((0.0 / 0.85000002), 0.0) <= 0.0 ? 1 : -1] array1;
float[distance((-1.33 / -1.33), 1.0) <= 9.9999997e-06 ? 1 : -1] array2;
float[distance((-1.33 / 0.85000002), -1.5647058) <= 1.5647058e-05 ? 1 : -1] array3;
float[distance((0.85000002 / -1.33), -0.63909775) <= 6.3909774e-06 ? 1 : -1] array4;
float[distance((0.85000002 / 0.85000002), 1.0) <= 9.9999997e-06 ? 1 : -1] array5;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
|