Status: fail
			Result: fail
		
| Detail | Value | 
|---|---|
| returncode | 1 | 
| time | 0.23037481308 | 
| 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-vec3.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-vec3.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 / vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-0, -0, -0)
 * (0.0 / vec3(1.67, 0.66000003, 1.87)) => vec3(0.0, 0.0, 0.0)
 * (-1.33 / vec3(-0.029999999, -0.85000002, -0.94)) => vec3(44.333336, 1.5647058, 1.4148936)
 * (-1.33 / vec3(1.67, 0.66000003, 1.87)) => vec3(-0.79640722, -2.0151515, -0.71122998)
 * (0.85000002 / vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-28.333334, -1.0, -0.90425533)
 * (0.85000002 / vec3(1.67, 0.66000003, 1.87)) => vec3(0.50898206, 1.2878788, 0.45454547)
 */
#version 120
void main()
{
  float[distance((0.0 / vec3(-0.029999999, -0.85000002, -0.94)), vec3(-0, -0, -0)) <= 0.0 ? 1 : -1] array0;
  float[distance((0.0 / vec3(1.67, 0.66000003, 1.87)), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array1;
  float[distance((-1.33 / vec3(-0.029999999, -0.85000002, -0.94)), vec3(44.333336, 1.5647058, 1.4148936)) <= 0.00044383499 ? 1 : -1] array2;
  float[distance((-1.33 / vec3(1.67, 0.66000003, 1.87)), vec3(-0.79640722, -2.0151515, -0.71122998)) <= 2.2805585e-05 ? 1 : -1] array3;
  float[distance((0.85000002 / vec3(-0.029999999, -0.85000002, -0.94)), vec3(-28.333334, -1.0, -0.90425533)) <= 0.00028365394 ? 1 : -1] array4;
  float[distance((0.85000002 / vec3(1.67, 0.66000003, 1.87)), vec3(0.50898206, 1.2878788, 0.45454547)) <= 1.4574998e-05 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
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