Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.206759929657 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/pow-float-float.vert pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/pow-float-float.vert: 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 0(38) : error C1307: non constant expression for array size 0(39) : error C1307: non constant expression for array size Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * pow(0.0, 0.66666669) => 0.0 * pow(0.0, 2.0) => 0.0 * pow(0.66666669, -2.0) => 2.2499998 * pow(0.66666669, -0.66666669) => 1.3103707 * pow(0.66666669, 0.66666669) => 0.76314282 * pow(0.66666669, 2.0) => 0.44444448 * pow(1.3333334, -2.0) => 0.56249994 * pow(1.3333334, -0.66666669) => 0.82548177 * pow(1.3333334, 0.66666669) => 1.2114137 * pow(1.3333334, 2.0) => 1.7777779 * pow(2.0, -2.0) => 0.25 * pow(2.0, -0.66666669) => 0.62996054 * pow(2.0, 0.66666669) => 1.587401 * pow(2.0, 2.0) => 4.0 */ #version 120 void main() { float[distance(pow(0.0, 0.66666669), 0.0) <= 0.0 ? 1 : -1] array0; float[distance(pow(0.0, 2.0), 0.0) <= 0.0 ? 1 : -1] array1; float[distance(pow(0.66666669, -2.0), 2.2499998) <= 2.2499999e-05 ? 1 : -1] array2; float[distance(pow(0.66666669, -0.66666669), 1.3103707) <= 1.3103707e-05 ? 1 : -1] array3; float[distance(pow(0.66666669, 0.66666669), 0.76314282) <= 7.6314282e-06 ? 1 : -1] array4; float[distance(pow(0.66666669, 2.0), 0.44444448) <= 4.4444446e-06 ? 1 : -1] array5; float[distance(pow(1.3333334, -2.0), 0.56249994) <= 5.6249996e-06 ? 1 : -1] array6; float[distance(pow(1.3333334, -0.66666669), 0.82548177) <= 8.2548177e-06 ? 1 : -1] array7; float[distance(pow(1.3333334, 0.66666669), 1.2114137) <= 1.2114137e-05 ? 1 : -1] array8; float[distance(pow(1.3333334, 2.0), 1.7777779) <= 1.7777778e-05 ? 1 : -1] array9; float[distance(pow(2.0, -2.0), 0.25) <= 2.4999999e-06 ? 1 : -1] array10; float[distance(pow(2.0, -0.66666669), 0.62996054) <= 6.2996055e-06 ? 1 : -1] array11; float[distance(pow(2.0, 0.66666669), 1.587401) <= 1.5874009e-05 ? 1 : -1] array12; float[distance(pow(2.0, 2.0), 4.0) <= 3.9999999e-05 ? 1 : -1] array13; 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() + array13.length()); } |