Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.256042003632 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/asinh-float.vert pass 1.30 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/asinh-float.vert: 0(23) : error C1307: non constant expression for array size
0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
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
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.30
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* asinh(0.0) => 0.0
* asinh(1e-10) => 1e-10
* asinh(-1e-10) => -1e-10
* asinh(0.1) => 0.099834077
* asinh(-0.1) => -0.099834077
* asinh(1.0) => 0.88137358
* asinh(-1.0) => -0.88137358
* asinh(10.0) => 2.9982231
* asinh(-10.0) => -2.9982231
* asinh(1e+10) => 23.718998
* asinh(-1e+10) => -23.718998
*/
#version 130
void main()
{
float[distance(asinh(0.0), 0.0) <= 9.9999997e-05 ? 1 : -1] array0;
float[distance(asinh(1e-10), 1e-10) <= 9.9999997e-05 ? 1 : -1] array1;
float[distance(asinh(-1e-10), -1e-10) <= 9.9999997e-05 ? 1 : -1] array2;
float[distance(asinh(0.1), 0.099834077) <= 9.9999997e-05 ? 1 : -1] array3;
float[distance(asinh(-0.1), -0.099834077) <= 9.9999997e-05 ? 1 : -1] array4;
float[distance(asinh(1.0), 0.88137358) <= 0.00088137359 ? 1 : -1] array5;
float[distance(asinh(-1.0), -0.88137358) <= 0.00088137359 ? 1 : -1] array6;
float[distance(asinh(10.0), 2.9982231) <= 0.0029982231 ? 1 : -1] array7;
float[distance(asinh(-10.0), -2.9982231) <= 0.0029982231 ? 1 : -1] array8;
float[distance(asinh(1e+10), 23.718998) <= 0.023718998 ? 1 : -1] array9;
float[distance(asinh(-1e+10), -23.718998) <= 0.023718998 ? 1 : -1] array10;
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());
}
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