Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.256236076355 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/roundEven-vec2.vert pass 1.30 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/roundEven-vec2.vert: 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
0(36) : error C1307: non constant expression for array size
0(37) : error C1307: non constant expression for array size
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.30
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* roundEven(vec2(-2.0, -1.8333334)) => vec2(-2.0, -2.0)
* roundEven(vec2(-1.6666666, -1.5)) => vec2(-2.0, -2.0)
* roundEven(vec2(-1.3333334, -1.1666666)) => vec2(-1.0, -1.0)
* roundEven(vec2(-1.0, -0.83333331)) => vec2(-1.0, -1.0)
* roundEven(vec2(-0.66666669, -0.5)) => vec2(-1.0, -0)
* roundEven(vec2(-0.33333334, -0.16666667)) => vec2(-0, -0)
* roundEven(vec2(0.0, 0.16666667)) => vec2(0.0, 0.0)
* roundEven(vec2(0.33333334, 0.5)) => vec2(0.0, 0.0)
* roundEven(vec2(0.66666669, 0.83333331)) => vec2(1.0, 1.0)
* roundEven(vec2(1.0, 1.1666666)) => vec2(1.0, 1.0)
* roundEven(vec2(1.3333334, 1.5)) => vec2(1.0, 2.0)
* roundEven(vec2(1.6666666, 1.8333334)) => vec2(2.0, 2.0)
* roundEven(vec2(2.0, -2.0)) => vec2(2.0, -2.0)
*/
#version 130
void main()
{
float[distance(roundEven(vec2(-2.0, -1.8333334)), vec2(-2.0, -2.0)) <= 2.828427e-05 ? 1 : -1] array0;
float[distance(roundEven(vec2(-1.6666666, -1.5)), vec2(-2.0, -2.0)) <= 2.828427e-05 ? 1 : -1] array1;
float[distance(roundEven(vec2(-1.3333334, -1.1666666)), vec2(-1.0, -1.0)) <= 1.4142135e-05 ? 1 : -1] array2;
float[distance(roundEven(vec2(-1.0, -0.83333331)), vec2(-1.0, -1.0)) <= 1.4142135e-05 ? 1 : -1] array3;
float[distance(roundEven(vec2(-0.66666669, -0.5)), vec2(-1.0, -0)) <= 9.9999997e-06 ? 1 : -1] array4;
float[distance(roundEven(vec2(-0.33333334, -0.16666667)), vec2(-0, -0)) <= 0.0 ? 1 : -1] array5;
float[distance(roundEven(vec2(0.0, 0.16666667)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array6;
float[distance(roundEven(vec2(0.33333334, 0.5)), vec2(0.0, 0.0)) <= 0.0 ? 1 : -1] array7;
float[distance(roundEven(vec2(0.66666669, 0.83333331)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array8;
float[distance(roundEven(vec2(1.0, 1.1666666)), vec2(1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array9;
float[distance(roundEven(vec2(1.3333334, 1.5)), vec2(1.0, 2.0)) <= 2.236068e-05 ? 1 : -1] array10;
float[distance(roundEven(vec2(1.6666666, 1.8333334)), vec2(2.0, 2.0)) <= 2.828427e-05 ? 1 : -1] array11;
float[distance(roundEven(vec2(2.0, -2.0)), vec2(2.0, -2.0)) <= 2.828427e-05 ? 1 : -1] array12;
gl_Position = 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() + array12.length());
}
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