Status: fail
			Result: fail
		
| Detail | Value | 
|---|---|
| returncode | 1 | 
| time | 0.256573200226 | 
| note | Returncode was 1  | 
| errors | 
  | 
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-size-sequence-in-parenthesis.vert fail 1.20  | 
| info | Returncode: 1
Errors:
Successfully compiled vertex shader tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-size-sequence-in-parenthesis.vert: 
Output:
Shader source:
/* [config]
 * expect_result: fail
 * glsl_version: 1.20
 * [end config]
 *
 * The body of the GLSL spec is slient on this issue, but the grammar says:
 *
 *     expression:
 *         assignment_expression
 *         expression COMMA assignment_expression
 *
 *     constant_expression:
 *         conditional_expression
 *
 *     ...
 *
 *     init_declarator_list:
 *         single_declaration
 *         init_declarator_list COMMA IDENTIFIER
 *         init_declarator_list COMMA IDENTIFIER LEFT_BRACKET RIGHT_BRACKET
 *         init_declarator_list COMMA IDENTIFIER LEFT_BRACKET constant_expression RIGHT_BRACKET
 *         init_declarator_list COMMA IDENTIFIER LEFT_BRACKET RIGHT_BRACKET EQUAL initializer
 *         init_declarator_list COMMA IDENTIFIER LEFT_BRACKET constant_expression RIGHT_BRACKET EQUAL initializer
 *         init_declarator_list COMMA IDENTIFIER EQUAL initializer
 *
 * This also matches C and C++.
 */
#version 120
uniform float a[(5,3)];
void main() { gl_Position = vec4(0.0); }
 |