Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.283224105835 |
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-vec3.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-vec3.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 - vec3(-0.029999999, -0.85000002, -0.94)) => vec3(0.029999999, 0.85000002, 0.94) * (0.0 - vec3(1.67, 0.66000003, 1.87)) => vec3(-1.67, -0.66000003, -1.87) * (-1.33 - vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-1.3000001, -0.48000002, -0.39000005) * (-1.33 - vec3(1.67, 0.66000003, 1.87)) => vec3(-3.0, -1.99, -3.2) * (0.85000002 - vec3(-0.029999999, -0.85000002, -0.94)) => vec3(0.88, 1.7, 1.79) * (0.85000002 - vec3(1.67, 0.66000003, 1.87)) => vec3(-0.81999993, 0.19, -1.02) */ #version 120 void main() { float[distance((0.0 - vec3(-0.029999999, -0.85000002, -0.94)), vec3(0.029999999, 0.85000002, 0.94)) <= 1.267675e-05 ? 1 : -1] array0; float[distance((0.0 - vec3(1.67, 0.66000003, 1.87)), vec3(-1.67, -0.66000003, -1.87)) <= 2.5925663e-05 ? 1 : -1] array1; float[distance((-1.33 - vec3(-0.029999999, -0.85000002, -0.94)), vec3(-1.3000001, -0.48000002, -0.39000005)) <= 1.4396182e-05 ? 1 : -1] array2; float[distance((-1.33 - vec3(1.67, 0.66000003, 1.87)), vec3(-3.0, -1.99, -3.2)) <= 4.8166479e-05 ? 1 : -1] array3; float[distance((0.85000002 - vec3(-0.029999999, -0.85000002, -0.94)), vec3(0.88, 1.7, 1.79)) <= 2.6207823e-05 ? 1 : -1] array4; float[distance((0.85000002 - vec3(1.67, 0.66000003, 1.87)), vec3(-0.81999993, 0.19, -1.02)) <= 1.3224598e-05 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |