Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.282645940781 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/smoothstep-float-float-vec3.frag pass 1.20 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/smoothstep-float-float-vec3.frag: 0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
0(26) : error C1307: non constant expression for array size
0(27) : error C1307: non constant expression for array size
0(28) : error C1307: non constant expression for array size
0(29) : error C1307: non constant expression for array size
0(30) : error C1307: non constant expression for array size
0(31) : error C1307: non constant expression for array size
0(32) : error C1307: non constant expression for array size
0(33) : error C1307: non constant expression for array size
0(34) : error C1307: non constant expression for array size
0(35) : 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:
* smoothstep(-1.9, -0.63333333, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.9979589, 1.0)
* smoothstep(-1.9, -0.63333333, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.9979589)
* smoothstep(-1.9, 0.63333333, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.4802677, 1.0)
* smoothstep(-1.9, 0.63333333, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.4802677)
* smoothstep(-1.9, 1.9, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.24764164, 0.75235838)
* smoothstep(-1.9, 1.9, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.24764164)
* smoothstep(-0.63333333, 0.63333333, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 1.0)
* smoothstep(-0.63333333, 0.63333333, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.0)
* smoothstep(-0.63333333, 1.9, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 0.5197323)
* smoothstep(-0.63333333, 1.9, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.0)
* smoothstep(0.63333333, 1.9, vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.0, 0.0, 0.0020411173)
* smoothstep(0.63333333, 1.9, vec3(2.0, -2.0, -0.66666669)) => vec3(1.0, 0.0, 0.0)
*/
#version 120
void main()
{
float[distance(smoothstep(-1.9, -0.63333333, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.9979589, 1.0)) <= 1.412771e-05 ? 1 : -1] array0;
float[distance(smoothstep(-1.9, -0.63333333, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.9979589)) <= 1.412771e-05 ? 1 : -1] array1;
float[distance(smoothstep(-1.9, 0.63333333, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.4802677, 1.0)) <= 1.1093498e-05 ? 1 : -1] array2;
float[distance(smoothstep(-1.9, 0.63333333, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.4802677)) <= 1.1093498e-05 ? 1 : -1] array3;
float[distance(smoothstep(-1.9, 1.9, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.24764164, 0.75235838)) <= 7.9206666e-06 ? 1 : -1] array4;
float[distance(smoothstep(-1.9, 1.9, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.24764164)) <= 1.0302069e-05 ? 1 : -1] array5;
float[distance(smoothstep(-0.63333333, 0.63333333, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 1.0)) <= 9.9999997e-06 ? 1 : -1] array6;
float[distance(smoothstep(-0.63333333, 0.63333333, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.0)) <= 9.9999997e-06 ? 1 : -1] array7;
float[distance(smoothstep(-0.63333333, 1.9, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 0.5197323)) <= 5.1973229e-06 ? 1 : -1] array8;
float[distance(smoothstep(-0.63333333, 1.9, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.0)) <= 9.9999997e-06 ? 1 : -1] array9;
float[distance(smoothstep(0.63333333, 1.9, vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.0, 0.0, 0.0020411173)) <= 2.0411173e-08 ? 1 : -1] array10;
float[distance(smoothstep(0.63333333, 1.9, vec3(2.0, -2.0, -0.66666669)), vec3(1.0, 0.0, 0.0)) <= 9.9999997e-06 ? 1 : -1] array11;
gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length() + array9.length() + array10.length() + array11.length());
}
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