Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.12357211113 |
| note | Returncode was 1 |
| command | /usr/local/src/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-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-div-mat2-mat2.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:
* (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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