Results for spec/glsl-1.20/compiler/built-in-functions/step-float-vec2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.452498197556
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-float-vec2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-float-vec2.vert: 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
  • 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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/step-float-vec2.vert: 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
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



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * step(-2.0, vec2(-2.0, -0.66666669)) => vec2(1.0, 1.0)
 * step(-2.0, vec2(0.66666669, 2.0)) => vec2(1.0, 1.0)
 * step(-0.66666669, vec2(-2.0, -0.66666669)) => vec2(0.0, 1.0)
 * step(-0.66666669, vec2(0.66666669, 2.0)) => vec2(1.0, 1.0)
 * step(0.66666669, vec2(-2.0, -0.66666669)) => vec2(0.0, 0.0)
 * step(0.66666669, vec2(0.66666669, 2.0)) => vec2(1.0, 1.0)
 * step(2.0, vec2(-2.0, -0.66666669)) => vec2(0.0, 0.0)
 * step(2.0, vec2(0.66666669, 2.0)) => vec2(0.0, 1.0)
 */
#version 120

void main()
{
  float[distance(step(-2.0, vec2(-2.0, -0.66666669)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array0;
  float[distance(step(-2.0, vec2(0.66666669, 2.0)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array1;
  float[distance(step(-0.66666669, vec2(-2.0, -0.66666669)), vec2(0.0, 1.0)) <= 9.9999997e-06 ? 1 : -1] array2;
  float[distance(step(-0.66666669, vec2(0.66666669, 2.0)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array3;
  float[distance(step(0.66666669, vec2(-2.0, -0.66666669)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array4;
  float[distance(step(0.66666669, vec2(0.66666669, 2.0)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array5;
  float[distance(step(2.0, vec2(-2.0, -0.66666669)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array6;
  float[distance(step(2.0, vec2(0.66666669, 2.0)), vec2(0.0, 1.0)) <= 9.9999997e-06 ? 1 : -1] array7;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}

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