Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.288593053818 |
| note | Returncode was 1 |
| command | /Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-mat2-mat2.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/op-add-mat2-mat2.vert: ERROR: 0:16: Array size must be an integer constant expression
ERROR: 0:17: Array size must be an integer constant expression
ERROR: 0:18: Array size must be an integer constant expression
ERROR: 0:19: Array size must be an integer constant expression
ERROR: 0:20: Use of undeclared identifier 'array0'
ERROR: 0:20: Use of undeclared identifier 'array1'
ERROR: 0:20: Use of undeclared identifier 'array2'
ERROR: 0:20: Use of undeclared identifier 'array3'
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.20
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* (mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(3.2, 3.0599999, 1.52, -2.0)
* (mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(1.47, 0.13, -0.11000001, 0.39999998)
* (mat2(-0.13, -1.4, -0.87, 1.4) + mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.47, 0.13, -0.11000001, 0.39999998)
* (mat2(-0.13, -1.4, -0.87, 1.4) + mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0.25999999, -2.8, -1.74, 2.8)
*/
#version 120
void main()
{
float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(3.2, 3.0599999)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(1.52, -2.0)), 2) <= 2.5913998e-09 ? 1 : -1] array0;
float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(1.47, 0.13)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) + mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.11000001, 0.39999998)), 2) <= 2.3499003e-10 ? 1 : -1] array1;
float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) + mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.47, 0.13)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) + mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-0.11000001, 0.39999998)), 2) <= 2.3499003e-10 ? 1 : -1] array2;
float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) + mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0.25999999, -2.8)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) + mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-1.74, 2.8)), 2) <= 1.8775201e-09 ? 1 : -1] array3;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
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