Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.241170167923 |
| 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-vec2-float.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-vec2-float.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:
* (vec2(-0.1, -1.2) * 0.0) => vec2(0.0, 0.0)
* (vec2(-0.1, -1.2) * -1.33) => vec2(0.133, 1.5960001)
* (vec2(-0.1, -1.2) * 0.85000002) => vec2(-0.085000001, -1.0200001)
* (vec2(-0.41999999, 0.47999999) * 0.0) => vec2(0.0, 0.0)
* (vec2(-0.41999999, 0.47999999) * -1.33) => vec2(0.55860001, -0.63840002)
* (vec2(-0.41999999, 0.47999999) * 0.85000002) => vec2(-0.35699999, 0.40799999)
*/
#version 120
void main()
{
float[distance((vec2(-0.1, -1.2) * 0.0), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array0;
float[distance((vec2(-0.1, -1.2) * -1.33), vec2(0.133, 1.5960001)) <= 1.6015321e-05 ? 1 : -1] array1;
float[distance((vec2(-0.1, -1.2) * 0.85000002), vec2(-0.085000001, -1.0200001)) <= 1.0235356e-05 ? 1 : -1] array2;
float[distance((vec2(-0.41999999, 0.47999999) * 0.0), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array3;
float[distance((vec2(-0.41999999, 0.47999999) * -1.33), vec2(0.55860001, -0.63840002)) <= 8.4828571e-06 ? 1 : -1] array4;
float[distance((vec2(-0.41999999, 0.47999999) * 0.85000002), 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());
}
|