Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.302708864212 |
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-vec4.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-vec4.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 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(0.0, 0.0, 0.0, 0.0) * (0.0 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(0.0, 0.0, 0.0, 0.0) * (-1.33 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(2.1945, -1.7689002, -2.5669, -1.0108) * (-1.33 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-1.064, 0.19950001, 0.67830002, 0.0) * (0.85000002 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-1.4025, 1.1305001, 1.6404999, 0.64600003) * (0.85000002 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(0.68000001, -0.12750001, -0.43349999, 0.0) */ #version 120 void main() { float[distance((0.0 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(0.0, 0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array0; float[distance((0.0 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(0.0, 0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array1; float[distance((-1.33 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(2.1945, -1.7689002, -2.5669, -1.0108)) <= 3.94405e-05 ? 1 : -1] array2; float[distance((-1.33 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-1.064, 0.19950001, 0.67830002, 0.0)) <= 1.2774926e-05 ? 1 : -1] array3; float[distance((0.85000002 * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-1.4025, 1.1305001, 1.6404999, 0.64600003)) <= 2.5206333e-05 ? 1 : -1] array4; float[distance((0.85000002 * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(0.68000001, -0.12750001, -0.43349999, 0.0)) <= 8.1644257e-06 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |