Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.245069980621 |
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-mat3x4.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-mat3x4.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 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * (0.0 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * (-1.33 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(0.089999914, 0.46999991, -3.21, 0.039999962, -2.1900001, -3.0700002, -1.7, 0.56999993, -1.0600001, -1.2900001, -0.90000004, -0.62000006) * (-1.33 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(-3.0500002, -1.6400001, -1.1900001, -0.93000007, -1.24, -2.9100001, -1.1500001, -2.0999999, -0.88000005, 0.58999991, -1.8900001, 0.42999995) * (0.85000002 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(2.27, 2.6500001, -1.03, 2.22, -0.0099999905, -0.88999999, 0.48000002, 2.75, 1.12, 0.89000005, 1.28, 1.5599999) * (0.85000002 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(-0.87, 0.54000002, 0.99000001, 1.25, 0.94000006, -0.73000002, 1.03, 0.080000043, 1.3, 2.77, 0.29000002, 2.6100001) */ #version 120 void main() { float[pow(distance((0.0 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(1.42, 1.8, -1.88, 1.37)), 2) + pow(distance((0.0 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(-0.86000001, -1.74, -0.37, 1.9)), 2) + pow(distance((0.0 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(0.27000001, 0.039999999, 0.43000001, 0.70999998)), 2) <= 1.8945301e-09 ? 1 : -1] array0; float[pow(distance((0.0 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(-1.72, -0.31, 0.14, 0.40000001)), 2) + pow(distance((0.0 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(0.090000004, -1.58, 0.18000001, -0.76999998)), 2) + pow(distance((0.0 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(0.44999999, 1.92, -0.56, 1.76)), 2) <= 1.3664e-09 ? 1 : -1] array1; float[pow(distance((-1.33 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(0.089999914, 0.46999991, -3.21, 0.039999962)), 2) + pow(distance((-1.33 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(-2.1900001, -3.0700002, -1.7, 0.56999993)), 2) + pow(distance((-1.33 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(-1.0600001, -1.2900001, -0.90000004, -0.62000006)), 2) <= 3.1952698e-09 ? 1 : -1] array2; float[pow(distance((-1.33 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(-3.0500002, -1.6400001, -1.1900001, -0.93000007)), 2) + pow(distance((-1.33 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(-1.24, -2.9100001, -1.1500001, -2.0999999)), 2) + pow(distance((-1.33 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(-0.88000005, 0.58999991, -1.8900001, 0.42999995)), 2) <= 3.4890801e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(2.27, 2.6500001, -1.03, 2.22)), 2) + pow(distance((0.85000002 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(-0.0099999905, -0.88999999, 0.48000002, 2.75)), 2) + pow(distance((0.85000002 + mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(1.12, 0.89000005, 1.28, 1.5599999)), 2) <= 3.2868306e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(-0.87, 0.54000002, 0.99000001, 1.25)), 2) + pow(distance((0.85000002 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(0.94000006, -0.73000002, 1.03, 0.080000043)), 2) + pow(distance((0.85000002 + mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(1.3, 2.77, 0.29000002, 2.6100001)), 2) <= 2.2333999e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |