Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.384887933731 |
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-vec4.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-vec4.frag: 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: * smoothstep(-1.9, -0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.9979589, 1.0, 1.0) * smoothstep(-1.9, 0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.4802677, 1.0, 1.0) * smoothstep(-1.9, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.24764164, 0.75235838, 1.0) * smoothstep(-0.63333333, 0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.0, 1.0, 1.0) * smoothstep(-0.63333333, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.0, 0.5197323, 1.0) * smoothstep(0.63333333, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)) => vec4(0.0, 0.0, 0.0020411173, 1.0) */ #version 120 void main() { float[distance(smoothstep(-1.9, -0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.9979589, 1.0, 1.0)) <= 1.7308732e-05 ? 1 : -1] array0; float[distance(smoothstep(-1.9, 0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.4802677, 1.0, 1.0)) <= 1.4935384e-05 ? 1 : -1] array1; float[distance(smoothstep(-1.9, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.24764164, 0.75235838, 1.0)) <= 1.2756839e-05 ? 1 : -1] array2; float[distance(smoothstep(-0.63333333, 0.63333333, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.0, 1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array3; float[distance(smoothstep(-0.63333333, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.0, 0.5197323, 1.0)) <= 1.1269967e-05 ? 1 : -1] array4; float[distance(smoothstep(0.63333333, 1.9, vec4(-2.0, -0.66666669, 0.66666669, 2.0)), vec4(0.0, 0.0, 0.0020411173, 1.0)) <= 1.0000021e-05 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |