Results for spec/glsl-1.20/compiler/built-in-functions/op-div-vec4-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.223500013351
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-vec4-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-vec4-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-vec4-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:
 * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) / -1.33) => vec4(1.2406014, -1.0, -1.4511278, -0.57142854)
 * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) / 0.85000002) => vec4(-1.9411764, 1.5647058, 2.2705882, 0.89411759)
 * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) / -1.33) => vec4(-0.60150373, 0.11278196, 0.38345861, -0)
 * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) / 0.85000002) => vec4(0.94117647, -0.17647059, -0.59999996, 0.0)
 */
#version 120

void main()
{
  float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) / -1.33), vec4(1.2406014, -1.0, -1.4511278, -0.57142854)) <= 2.2296625e-05 ? 1 : -1] array0;
  float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) / 0.85000002), vec4(-1.9411764, 1.5647058, 2.2705882, 0.89411759)) <= 3.4887657e-05 ? 1 : -1] array1;
  float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) / -1.33), vec4(-0.60150373, 0.11278196, 0.38345861, -0)) <= 7.22196e-06 ? 1 : -1] array2;
  float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) / 0.85000002), vec4(0.94117647, -0.17647059, -0.59999996, 0.0)) <= 1.1300243e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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