Results for spec/glsl-1.20/compiler/built-in-functions/op-selection-bool-vec3-vec3.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.300080060959
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-selection-bool-vec3-vec3.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-selection-bool-vec3-vec3.frag: 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
  • 0(24) : error C1307: non constant expression for array size
  • 0(25) : error C1307: non constant expression for array size
  • 0(26) : error C1307: non constant expression for array size
  • 0(27) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-selection-bool-vec3-vec3.frag: 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
0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
0(26) : error C1307: non constant expression for array size
0(27) : 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:
 * (false ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-0.029999999, -0.85000002, -0.94)
 * (false ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(1.67, 0.66000003, 1.87)) => vec3(1.67, 0.66000003, 1.87)
 * (false ? vec3(1.67, 0.66000003, 1.87) : vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-0.029999999, -0.85000002, -0.94)
 * (false ? vec3(1.67, 0.66000003, 1.87) : vec3(1.67, 0.66000003, 1.87)) => vec3(1.67, 0.66000003, 1.87)
 * (true ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-0.029999999, -0.85000002, -0.94)
 * (true ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(1.67, 0.66000003, 1.87)) => vec3(-0.029999999, -0.85000002, -0.94)
 * (true ? vec3(1.67, 0.66000003, 1.87) : vec3(-0.029999999, -0.85000002, -0.94)) => vec3(1.67, 0.66000003, 1.87)
 * (true ? vec3(1.67, 0.66000003, 1.87) : vec3(1.67, 0.66000003, 1.87)) => vec3(1.67, 0.66000003, 1.87)
 */
#version 120

void main()
{
  float[distance((false ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(-0.029999999, -0.85000002, -0.94)), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array0;
  float[distance((false ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(1.67, 0.66000003, 1.87)), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array1;
  float[distance((false ? vec3(1.67, 0.66000003, 1.87) : vec3(-0.029999999, -0.85000002, -0.94)), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array2;
  float[distance((false ? vec3(1.67, 0.66000003, 1.87) : vec3(1.67, 0.66000003, 1.87)), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array3;
  float[distance((true ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(-0.029999999, -0.85000002, -0.94)), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array4;
  float[distance((true ? vec3(-0.029999999, -0.85000002, -0.94) : vec3(1.67, 0.66000003, 1.87)), vec3(-0.029999999, -0.85000002, -0.94)) <= 1.267675e-05 ? 1 : -1] array5;
  float[distance((true ? vec3(1.67, 0.66000003, 1.87) : vec3(-0.029999999, -0.85000002, -0.94)), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array6;
  float[distance((true ? vec3(1.67, 0.66000003, 1.87) : vec3(1.67, 0.66000003, 1.87)), vec3(1.67, 0.66000003, 1.87)) <= 2.5925663e-05 ? 1 : -1] array7;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}

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