Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.254832029343 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/pow-vec4-vec4.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-vec4-vec4.vert: 0(16) : error C1307: non constant expression for array size
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
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* pow(vec4(0.0, 0.0, 0.66666669, 0.66666669), vec4(0.66666669, 2.0, -2.0, -0.66666669)) => vec4(0.0, 0.0, 2.2499998, 1.3103707)
* pow(vec4(0.66666669, 0.66666669, 1.3333334, 1.3333334), vec4(0.66666669, 2.0, -2.0, -0.66666669)) => vec4(0.76314282, 0.44444448, 0.56249994, 0.82548177)
* pow(vec4(1.3333334, 1.3333334, 2.0, 2.0), vec4(0.66666669, 2.0, -2.0, -0.66666669)) => vec4(1.2114137, 1.7777779, 0.25, 0.62996054)
* pow(vec4(2.0, 2.0, 0.0, 0.0), vec4(0.66666669, 2.0, 0.66666669, 2.0)) => vec4(1.587401, 4.0, 0.0, 0.0)
*/
#version 120
void main()
{
float[distance(pow(vec4(0.0, 0.0, 0.66666669, 0.66666669), vec4(0.66666669, 2.0, -2.0, -0.66666669)), vec4(0.0, 0.0, 2.2499998, 1.3103707)) <= 2.6037609e-05 ? 1 : -1] array0;
float[distance(pow(vec4(0.66666669, 0.66666669, 1.3333334, 1.3333334), vec4(0.66666669, 2.0, -2.0, -0.66666669)), vec4(0.76314282, 0.44444448, 0.56249994, 0.82548177)) <= 1.3333208e-05 ? 1 : -1] array1;
float[distance(pow(vec4(1.3333334, 1.3333334, 2.0, 2.0), vec4(0.66666669, 2.0, -2.0, -0.66666669)), vec4(1.2114137, 1.7777779, 0.25, 0.62996054)) <= 2.2555194e-05 ? 1 : -1] array2;
float[distance(pow(vec4(2.0, 2.0, 0.0, 0.0), vec4(0.66666669, 2.0, 0.66666669, 2.0)), vec4(1.587401, 4.0, 0.0, 0.0)) <= 4.3034684e-05 ? 1 : -1] array3;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
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