Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.307106971741 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-vec2.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-vec2.frag: 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 * vec2(-0.1, -1.2)) => vec2(0.0, 0.0) * (0.0 * vec2(-0.41999999, 0.47999999)) => vec2(0.0, 0.0) * (-1.33 * vec2(-0.1, -1.2)) => vec2(0.133, 1.5960001) * (-1.33 * vec2(-0.41999999, 0.47999999)) => vec2(0.55860001, -0.63840002) * (0.85000002 * vec2(-0.1, -1.2)) => vec2(-0.085000001, -1.0200001) * (0.85000002 * vec2(-0.41999999, 0.47999999)) => vec2(-0.35699999, 0.40799999) */ #version 120 void main() { float[distance((0.0 * vec2(-0.1, -1.2)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array0; float[distance((0.0 * vec2(-0.41999999, 0.47999999)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array1; float[distance((-1.33 * vec2(-0.1, -1.2)), vec2(0.133, 1.5960001)) <= 1.6015321e-05 ? 1 : -1] array2; float[distance((-1.33 * vec2(-0.41999999, 0.47999999)), vec2(0.55860001, -0.63840002)) <= 8.4828571e-06 ? 1 : -1] array3; float[distance((0.85000002 * vec2(-0.1, -1.2)), vec2(-0.085000001, -1.0200001)) <= 1.0235356e-05 ? 1 : -1] array4; float[distance((0.85000002 * vec2(-0.41999999, 0.47999999)), vec2(-0.35699999, 0.40799999)) <= 5.4213742e-06 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |