Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.31848192215 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/pow-vec3-vec3.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-vec3-vec3.vert: 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : error C1307: non constant expression for array size 0(20) : error C1307: non constant expression for array size 0(21) : 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(vec3(0.0, 0.0, 0.66666669), vec3(0.66666669, 2.0, -2.0)) => vec3(0.0, 0.0, 2.2499998) * pow(vec3(0.66666669, 0.66666669, 0.66666669), vec3(-0.66666669, 0.66666669, 2.0)) => vec3(1.3103707, 0.76314282, 0.44444448) * pow(vec3(1.3333334, 1.3333334, 1.3333334), vec3(-2.0, -0.66666669, 0.66666669)) => vec3(0.56249994, 0.82548177, 1.2114137) * pow(vec3(1.3333334, 2.0, 2.0), vec3(2.0, -2.0, -0.66666669)) => vec3(1.7777779, 0.25, 0.62996054) * pow(vec3(2.0, 2.0, 0.0), vec3(0.66666669, 2.0, 0.66666669)) => vec3(1.587401, 4.0, 0.0) */ #version 120 void main() { float[distance(pow(vec3(0.0, 0.0, 0.66666669), vec3(0.66666669, 2.0, -2.0)), vec3(0.0, 0.0, 2.2499998)) <= 2.2499999e-05 ? 1 : -1] array0; float[distance(pow(vec3(0.66666669, 0.66666669, 0.66666669), vec3(-0.66666669, 0.66666669, 2.0)), vec3(1.3103707, 0.76314282, 0.44444448)) <= 1.5801865e-05 ? 1 : -1] array1; float[distance(pow(vec3(1.3333334, 1.3333334, 1.3333334), vec3(-2.0, -0.66666669, 0.66666669)), vec3(0.56249994, 0.82548177, 1.2114137)) <= 1.5701431e-05 ? 1 : -1] array2; float[distance(pow(vec3(1.3333334, 2.0, 2.0), vec3(2.0, -2.0, -0.66666669)), vec3(1.7777779, 0.25, 0.62996054)) <= 1.9025889e-05 ? 1 : -1] array3; float[distance(pow(vec3(2.0, 2.0, 0.0), vec3(0.66666669, 2.0, 0.66666669)), vec3(1.587401, 4.0, 0.0)) <= 4.3034684e-05 ? 1 : -1] array4; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length()); } |