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()); } |