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()); } |