Results for spec/glsl-1.20/compiler/built-in-functions/op-sub-float-vec3.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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