Status: fail
			Result: fail
		
| Detail | Value | 
|---|---|
| returncode | 1 | 
| time | 0.230355024338 | 
| 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.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/smoothstep-float-float-vec4.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:
 * 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_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
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