Results for spec/glsl-1.20/compiler/built-in-functions/op-add-float-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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