Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.294973134995 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-float-vec2.vert pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-float-vec2.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: * (0.0 - vec2(-0.1, -1.2)) => vec2(0.1, 1.2) * (0.0 - vec2(-0.41999999, 0.47999999)) => vec2(0.41999999, -0.47999999) * (-1.33 - vec2(-0.1, -1.2)) => vec2(-1.23, -0.13) * (-1.33 - vec2(-0.41999999, 0.47999999)) => vec2(-0.91000009, -1.8100001) * (0.85000002 - vec2(-0.1, -1.2)) => vec2(0.95000005, 2.0500002) * (0.85000002 - vec2(-0.41999999, 0.47999999)) => vec2(1.27, 0.37000003) */ #version 120 void main() { float[distance((0.0 - vec2(-0.1, -1.2)), vec2(0.1, 1.2)) <= 1.2041595e-05 ? 1 : -1] array0; float[distance((0.0 - vec2(-0.41999999, 0.47999999)), vec2(0.41999999, -0.47999999)) <= 6.3780876e-06 ? 1 : -1] array1; float[distance((-1.33 - vec2(-0.1, -1.2)), vec2(-1.23, -0.13)) <= 1.2368509e-05 ? 1 : -1] array2; float[distance((-1.33 - vec2(-0.41999999, 0.47999999)), vec2(-0.91000009, -1.8100001)) <= 2.0258827e-05 ? 1 : -1] array3; float[distance((0.85000002 - vec2(-0.1, -1.2)), vec2(0.95000005, 2.0500002)) <= 2.2594249e-05 ? 1 : -1] array4; float[distance((0.85000002 - vec2(-0.41999999, 0.47999999)), vec2(1.27, 0.37000003)) <= 1.3228e-05 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |