Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.242069005966 |
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-mat2x3.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-mat2x3-mat2x3.frag: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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) + mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(-0.92000002, -0.89999998, 2.0599999, 3.8800001, -1.5, -1.0) * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(0.91999996, -1.72, 2.03, 0.86000001, 1.08, -1.24) * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(0.91999996, -1.72, 2.03, 0.86000001, 1.08, -1.24) * (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)) => mat2x3(2.76, -2.54, 2.0, -2.1600001, 3.6600001, -1.48) */ #version 120 void main() { float[pow(distance((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))[0], vec3(-0.92000002, -0.89999998, 2.0599999)), 2) + pow(distance((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], vec3(3.8800001, -1.5, -1.0)), 2) <= 2.4204398e-09 ? 1 : -1] array0; float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(0.91999996, -1.72, 2.03)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) + mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(0.86000001, 1.08, -1.24)), 2) <= 1.13693e-09 ? 1 : -1] array1; float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(0.91999996, -1.72, 2.03)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) + mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(0.86000001, 1.08, -1.24)), 2) <= 1.13693e-09 ? 1 : -1] array2; float[pow(distance((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))[0], vec3(2.76, -2.54, 2.0)), 2) + pow(distance((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], vec3(-2.1600001, 3.6600001, -1.48)), 2) <= 3.83208e-09 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |