Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.288611888885 |
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-mat3x2.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-mat3x2.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 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * (0.0 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * (-1.33 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-1.24, -2.52, -0.030000091, -1.25, -0.080000043, -0.25) * (-1.33 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-1.6900001, -1.86, -2.4100001, -0.45000005, -1.9300001, -3.1199999) * (0.85000002 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.94000006, -0.34000003, 2.1500001, 0.93000001, 2.0999999, 1.9300001) * (0.85000002 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(0.49000001, 0.32000005, -0.23000002, 1.73, 0.25, -0.93999994) */ #version 120 void main() { float[pow(distance((0.0 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.090000004, -1.1900001)), 2) + pow(distance((0.0 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(1.3, 0.079999998)), 2) + pow(distance((0.0 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(1.25, 1.08)), 2) <= 5.8495009e-10 ? 1 : -1] array0; float[pow(distance((0.0 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.36000001, -0.52999997)), 2) + pow(distance((0.0 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-1.08, 0.88)), 2) + pow(distance((0.0 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-0.60000002, -1.79)), 2) <= 5.9153998e-10 ? 1 : -1] array1; float[pow(distance((-1.33 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-1.24, -2.52)), 2) + pow(distance((-1.33 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(-0.030000091, -1.25)), 2) + pow(distance((-1.33 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(-0.080000043, -0.25)), 2) <= 9.520299e-10 ? 1 : -1] array2; float[pow(distance((-1.33 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-1.6900001, -1.86)), 2) + pow(distance((-1.33 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-2.4100001, -0.45000005)), 2) + pow(distance((-1.33 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-1.9300001, -3.1199999)), 2) <= 2.57856e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.94000006, -0.34000003)), 2) + pow(distance((0.85000002 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(2.1500001, 0.93000001)), 2) + pow(distance((0.85000002 + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(2.0999999, 1.9300001)), 2) <= 1.4621498e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(0.49000001, 0.32000005)), 2) + pow(distance((0.85000002 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-0.23000002, 1.73)), 2) + pow(distance((0.85000002 + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(0.25, -0.93999994)), 2) <= 4.3344006e-10 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |