Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-mat2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.228711128235
note
Returncode was 1
command
/Users/mks/Downloads/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-mat2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-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'
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-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(1.0, 1.0, 1.0, 1.0)
 * (mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-12.307693, -1.0928571, -0.87356323, -0.71428573)
 * (mat2(-0.13, -1.4, -0.87, 1.4) / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-0.081249997, -0.91503268, -1.1447369, -1.4)
 * (mat2(-0.13, -1.4, -0.87, 1.4) / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(1.0, 1.0, 1.0, 1.0)
 */
#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(1.0, 1.0)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(1.0, 1.0)), 2) <= 3.9999998e-10 ? 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(-12.307693, -1.0928571)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.87356323, -0.71428573)), 2) <= 1.5394695e-08 ? 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(-0.081249997, -0.91503268)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-1.1447369, -1.4)), 2) <= 4.1143083e-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(1.0, 1.0)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(1.0, 1.0)), 2) <= 3.9999998e-10 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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