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

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.297532081604
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-vec4-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-vec4-float.vert: 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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-vec4-float.vert: 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:
 * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * 0.0) => vec4(0.0, 0.0, 0.0, 0.0)
 * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * -1.33) => vec4(2.1945, -1.7689002, -2.5669, -1.0108)
 * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * 0.85000002) => vec4(-1.4025, 1.1305001, 1.6404999, 0.64600003)
 * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * 0.0) => vec4(0.0, 0.0, 0.0, 0.0)
 * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * -1.33) => vec4(-1.064, 0.19950001, 0.67830002, 0.0)
 * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * 0.85000002) => vec4(0.68000001, -0.12750001, -0.43349999, 0.0)
 */
#version 120

void main()
{
  float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * 0.0), vec4(0.0, 0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array0;
  float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * -1.33), vec4(2.1945, -1.7689002, -2.5669, -1.0108)) <= 3.94405e-05 ? 1 : -1] array1;
  float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * 0.85000002), vec4(-1.4025, 1.1305001, 1.6404999, 0.64600003)) <= 2.5206333e-05 ? 1 : -1] array2;
  float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * 0.0), vec4(0.0, 0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array3;
  float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * -1.33), vec4(-1.064, 0.19950001, 0.67830002, 0.0)) <= 1.2774926e-05 ? 1 : -1] array4;
  float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * 0.85000002), vec4(0.68000001, -0.12750001, -0.43349999, 0.0)) <= 8.1644257e-06 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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