Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.286837100983 |
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-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-vec4-vec4.frag: 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) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(2.7224998, 1.7689002, 3.7248998, 0.5776) * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-1.3200001, -0.19950001, -0.98429996, 0.0) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(-1.3200001, -0.19950001, -0.98429996, 0.0) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(0.64000005, 0.022500001, 0.26009998, 0.0) */ #version 120 void main() { float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(2.7224998, 1.7689002, 3.7248998, 0.5776)) <= 4.9748884e-05 ? 1 : -1] array0; float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-1.3200001, -0.19950001, -0.98429996, 0.0)) <= 1.658628e-05 ? 1 : -1] array1; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(-1.3200001, -0.19950001, -0.98429996, 0.0)) <= 1.658628e-05 ? 1 : -1] array2; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(0.64000005, 0.022500001, 0.26009998, 0.0)) <= 6.912006e-06 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |