Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.265376091003 |
| 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-vec2-float.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-vec2-float.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:
* (vec2(-0.1, -1.2) - 0.0) => vec2(-0.1, -1.2)
* (vec2(-0.1, -1.2) - -1.33) => vec2(1.23, 0.13)
* (vec2(-0.1, -1.2) - 0.85000002) => vec2(-0.95000005, -2.0500002)
* (vec2(-0.41999999, 0.47999999) - 0.0) => vec2(-0.41999999, 0.47999999)
* (vec2(-0.41999999, 0.47999999) - -1.33) => vec2(0.91000009, 1.8100001)
* (vec2(-0.41999999, 0.47999999) - 0.85000002) => vec2(-1.27, -0.37000003)
*/
#version 120
void main()
{
float[distance((vec2(-0.1, -1.2) - 0.0), vec2(-0.1, -1.2)) <= 1.2041595e-05 ? 1 : -1] array0;
float[distance((vec2(-0.1, -1.2) - -1.33), vec2(1.23, 0.13)) <= 1.2368509e-05 ? 1 : -1] array1;
float[distance((vec2(-0.1, -1.2) - 0.85000002), vec2(-0.95000005, -2.0500002)) <= 2.2594249e-05 ? 1 : -1] array2;
float[distance((vec2(-0.41999999, 0.47999999) - 0.0), vec2(-0.41999999, 0.47999999)) <= 6.3780876e-06 ? 1 : -1] array3;
float[distance((vec2(-0.41999999, 0.47999999) - -1.33), vec2(0.91000009, 1.8100001)) <= 2.0258827e-05 ? 1 : -1] array4;
float[distance((vec2(-0.41999999, 0.47999999) - 0.85000002), 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());
}
|