Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.257369041443 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-float-mat2x4.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-float-mat2x4.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: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * (0.0 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * (0.0 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * (-1.33 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-1.1700001, -2.1300001, -3.0700002, -1.35, -3.02, -0.74000007, -2.76, -2.54) * (-1.33 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-2.3499999, -2.97, -2.9200001, -1.03, -0.59000003, -1.46, -0.86000001, -0.20000005) * (0.85000002 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(1.01, 0.050000012, -0.88999999, 0.83000004, -0.84000003, 1.4400001, -0.57999992, -0.36000001) * (0.85000002 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0.16999996, -0.78999996, -0.74000001, 1.1500001, 1.59, 0.72000003, 1.3200001, 1.98) */ #version 120 void main() { float[pow(distance((0.0 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(0.16, -0.80000001, -1.74, -0.02)), 2) + pow(distance((0.0 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-1.6900001, 0.58999997, -1.4299999, -1.21)), 2) <= 1.0406801e-09 ? 1 : -1] array0; float[pow(distance((0.0 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-1.02, -1.64, -1.59, 0.30000001)), 2) + pow(distance((0.0 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(0.74000001, -0.13, 0.47, 1.13)), 2) <= 8.4104002e-10 ? 1 : -1] array1; float[pow(distance((-1.33 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-1.1700001, -2.1300001, -3.0700002, -1.35)), 2) + pow(distance((-1.33 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-3.02, -0.74000007, -2.76, -2.54)), 2) <= 4.0890402e-09 ? 1 : -1] array2; float[pow(distance((-1.33 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-2.3499999, -2.97, -2.9200001, -1.03)), 2) + pow(distance((-1.33 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-0.59000003, -1.46, -0.86000001, -0.20000005)), 2) <= 2.7189999e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(1.01, 0.050000012, -0.88999999, 0.83000004)), 2) + pow(distance((0.85000002 + mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-0.84000003, 1.4400001, -0.57999992, -0.36000001)), 2) <= 5.7487992e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0.16999996, -0.78999996, -0.74000001, 1.1500001)), 2) + pow(distance((0.85000002 + mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(1.59, 0.72000003, 1.3200001, 1.98)), 2) <= 1.1232401e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |