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()); } |