Results for glslparsertest/glsl2/array-compare-02.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.90499997139
note Returncode was 1
errors
  • Failed to compile vertex shader tests/glslparsertest/glsl2\\array-compare-02.vert: ERROR: 0:15: \'GL_3DL_array_objects\' : extension is disabled
  • ERROR: 0:15: \'GL_3DL_array_objects\' : extension is disabled
  • ERROR: 0:15: \'constructor\' : too many arguments
  • ERROR: 0:15: \'=\' : cannot convert from \'const int\' to \'array of int\'
  • ERROR: 0:16: \'GL_3DL_array_objects\' : extension is disabled
  • ERROR: 0:23: \'==\' : wrong operand types no operation \'==\' exists that takes a left-hand operand of type \'array of int\' and a right operand of type \'array of int\' (or there is no acceptable conversion)
  • ERROR: 6 compilation errors. No code generated.
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/glslparsertest/glsl2\array-compare-02.vert: ERROR: 0:15: 'GL_3DL_array_objects' : extension is disabled
ERROR: 0:15: 'GL_3DL_array_objects' : extension is disabled
ERROR: 0:15: 'constructor' : too many arguments 
ERROR: 0:15: '=' :  cannot convert from 'const int' to 'array of int'
ERROR: 0:16: 'GL_3DL_array_objects' : extension is disabled
ERROR: 0:23: '==' :  wrong operand types  no operation '==' exists that takes a left-hand operand of type 'array of int' and a right operand of type 'array of int' (or there is no acceptable conversion)
ERROR: 6 compilation errors.  No code generated.




Output:
Shader source:
/* From page 35 (page 41 of the PDF) of the GLSL 1.20 spec:
 *
 *    "The equality operators and assignment operator are only allowed if the
 *    two operands are same size and type. Structure types must be of the same
 *    declared structure. Both array operands must be explicitly sized."
 *
 * [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 */
#version 120
void main()
{
	int[] a = int[](0,1,2,3);
	int[4] b;

	b[0] = 0;
	b[1] = 1;
	b[2] = 2;
	b[3] = 3;

	gl_FrontColor = float(b == a) * vec4(0, 1, 0, 1);
}

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