Results for spec/glsl-1.20/compiler/built-in-functions/op-div-vec3-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.298580884933
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-vec3-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-vec3-float.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-vec3-float.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:
 * (vec3(-0.029999999, -0.85000002, -0.94) / -1.33) => vec3(0.022556391, 0.63909775, 0.7067669)
 * (vec3(-0.029999999, -0.85000002, -0.94) / 0.85000002) => vec3(-0.035294116, -1.0, -1.1058823)
 * (vec3(1.67, 0.66000003, 1.87) / -1.33) => vec3(-1.2556391, -0.49624062, -1.406015)
 * (vec3(1.67, 0.66000003, 1.87) / 0.85000002) => vec3(1.9647058, 0.7764706, 2.2)
 */
#version 120

void main()
{
  float[distance((vec3(-0.029999999, -0.85000002, -0.94) / -1.33), vec3(0.022556391, 0.63909775, 0.7067669)) <= 9.5313917e-06 ? 1 : -1] array0;
  float[distance((vec3(-0.029999999, -0.85000002, -0.94) / 0.85000002), vec3(-0.035294116, -1.0, -1.1058823)) <= 1.4913823e-05 ? 1 : -1] array1;
  float[distance((vec3(1.67, 0.66000003, 1.87) / -1.33), vec3(-1.2556391, -0.49624062, -1.406015)) <= 1.949298e-05 ? 1 : -1] array2;
  float[distance((vec3(1.67, 0.66000003, 1.87) / 0.85000002), vec3(1.9647058, 0.7764706, 2.2)) <= 3.050078e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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