Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.306449174881 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/reflect-vec4-vec4.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/reflect-vec4-vec4.vert: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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: * reflect(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-0.55640775, 0.44849837, 0.65082848, 0.2562848)) => vec4(1.6499999, -1.3299998, -1.9299999, -0.76000005) * reflect(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.83288157, -0.1561653, -0.53096199, 0.0)) => vec4(2.6921632, 0.5158444, -0.83812904, 0.75999999) * reflect(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-0.55640775, 0.44849837, 0.65082848, 0.2562848)) => vec4(-0.13957624, 0.60735542, 0.58901954, 0.43277454) * reflect(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.83288157, -0.1561653, -0.53096199, 0.0)) => vec4(-0.79999989, 0.14999999, 0.50999993, 0.0) */ #version 120 void main() { float[distance(reflect(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(-0.55640775, 0.44849837, 0.65082848, 0.2562848)), vec4(1.6499999, -1.3299998, -1.9299999, -0.76000005)) <= 2.9654509e-05 ? 1 : -1] array0; float[distance(reflect(vec4(-1.65, 1.33, 1.9299999, 0.75999999), vec4(0.83288157, -0.1561653, -0.53096199, 0.0)), vec4(2.6921632, 0.5158444, -0.83812904, 0.75999999)) <= 2.9654509e-05 ? 1 : -1] array1; float[distance(reflect(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(-0.55640775, 0.44849837, 0.65082848, 0.2562848)), vec4(-0.13957624, 0.60735542, 0.58901954, 0.43277454)) <= 9.6052072e-06 ? 1 : -1] array2; float[distance(reflect(vec4(0.80000001, -0.15000001, -0.50999999, 0.0), vec4(0.83288157, -0.1561653, -0.53096199, 0.0)), vec4(-0.79999989, 0.14999999, 0.50999993, 0.0)) <= 9.6052054e-06 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |