Results for spec/glsl-1.20/compiler/built-in-functions/op-add-mat2x3-float.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.225018978119
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-mat2x3-float.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-mat2x3-float.frag: 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 fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-mat2x3-float.frag: 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:
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.0) => mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + -1.33) => mat2x3(-1.7900001, -1.78, -0.30000007, 0.61000001, -2.0799999, -1.83)
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.85000002) => mat2x3(0.39000002, 0.40000004, 1.88, 2.79, 0.10000002, 0.35000002)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.0) => mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + -1.33) => mat2x3(0.049999952, -2.5999999, -0.33000004, -2.4100001, 0.5, -2.0700002)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.85000002) => mat2x3(2.23, -0.41999996, 1.85, -0.23000002, 2.6800001, 0.11000001)
 */
#version 120

void main()
{
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.0)[0], vec3(-0.46000001, -0.44999999, 1.03)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.0)[1], vec3(1.9400001, -0.75, -0.5)), 2) <= 6.0510996e-10 ? 1 : -1] array0;
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + -1.33)[0], vec3(-1.7900001, -1.78, -0.30000007)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + -1.33)[1], vec3(0.61000001, -2.0799999, -1.83)), 2) <= 1.4509899e-09 ? 1 : -1] array1;
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.85000002)[0], vec3(0.39000002, 0.40000004, 1.88)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + 0.85000002)[1], vec3(2.79, 0.10000002, 0.35000002)), 2) <= 1.17631e-09 ? 1 : -1] array2;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.0)[0], vec3(1.38, -1.27, 1.0)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.0)[1], vec3(-1.08, 1.83, -0.74000001)), 2) <= 9.5802e-10 ? 1 : -1] array3;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + -1.33)[0], vec3(0.049999952, -2.5999999, -0.33000004)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + -1.33)[1], vec3(-2.4100001, 0.5, -2.0700002)), 2) <= 1.7214399e-09 ? 1 : -1] array4;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.85000002)[0], vec3(2.23, -0.41999996, 1.85)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + 0.85000002)[1], vec3(-0.23000002, 2.6800001, 0.11000001)), 2) <= 1.5819202e-09 ? 1 : -1] array5;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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