Results for spec/glsl-1.30/compiler/built-in-functions/round-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.260756015778
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/round-float.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/round-float.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-1.30/compiler/built-in-functions/round-float.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: 1.30
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * round(-2.0) => -2.0
 * round(-1.4285715) => -1.0
 * round(-0.85714287) => -1.0
 * round(-0.2857143) => -0
 * round(0.2857143) => 0.0
 * round(0.85714287) => 1.0
 * round(1.4285715) => 1.0
 * round(2.0) => 2.0
 */
#version 130

void main()
{
  float[distance(round(-2.0), -2.0) <= 1.9999999e-05 ? 1 : -1] array0;
  float[distance(round(-1.4285715), -1.0) <= 9.9999997e-06 ? 1 : -1] array1;
  float[distance(round(-0.85714287), -1.0) <= 9.9999997e-06 ? 1 : -1] array2;
  float[distance(round(-0.2857143), -0) <= 0.0 ? 1 : -1] array3;
  float[distance(round(0.2857143), 0.0) <= 0.0 ? 1 : -1] array4;
  float[distance(round(0.85714287), 1.0) <= 9.9999997e-06 ? 1 : -1] array5;
  float[distance(round(1.4285715), 1.0) <= 9.9999997e-06 ? 1 : -1] array6;
  float[distance(round(2.0), 2.0) <= 1.9999999e-05 ? 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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