Results for spec/glsl-1.30/compiler/built-in-functions/asinh-vec2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.241615056992
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/asinh-vec2.vert pass 1.30
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/asinh-vec2.vert: 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
  • 0(22) : error C1307: non constant expression for array size
  • 0(23) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/asinh-vec2.vert: 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
0(22) : error C1307: non constant expression for array size
0(23) : 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(vec2(0.0, 1e-10)) => vec2(0.0, 1e-10)
 * asinh(vec2(-1e-10, 0.1)) => vec2(-1e-10, 0.099834077)
 * asinh(vec2(-0.1, 1.0)) => vec2(-0.099834077, 0.88137358)
 * asinh(vec2(-1.0, 10.0)) => vec2(-0.88137358, 2.9982231)
 * asinh(vec2(-10.0, 1e+10)) => vec2(-2.9982231, 23.718998)
 * asinh(vec2(-1e+10, 0.0)) => vec2(-23.718998, 0.0)
 */
#version 130

void main()
{
  float[distance(asinh(vec2(0.0, 1e-10)), vec2(0.0, 1e-10)) <= 0.00014142135 ? 1 : -1] array0;
  float[distance(asinh(vec2(-1e-10, 0.1)), vec2(-1e-10, 0.099834077)) <= 0.00014142135 ? 1 : -1] array1;
  float[distance(asinh(vec2(-0.1, 1.0)), vec2(-0.099834077, 0.88137358)) <= 0.00088702841 ? 1 : -1] array2;
  float[distance(asinh(vec2(-1.0, 10.0)), vec2(-0.88137358, 2.9982231)) <= 0.0031250857 ? 1 : -1] array3;
  float[distance(asinh(vec2(-10.0, 1e+10)), vec2(-2.9982231, 23.718998)) <= 0.023907743 ? 1 : -1] array4;
  float[distance(asinh(vec2(-1e+10, 0.0)), vec2(-23.718998, 0.0)) <= 0.023719208 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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