Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.229997158051 |
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-mat3-float.vert pass 1.20 |
errors |
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info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-add-mat3-float.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: * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.0) => mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + -1.33) => mat3(-2.4400001, -1.2, -0.77000004, 0.33999991, -0.24000001, -0.38000005, -1.74, -1.35, -1.09) * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.85000002) => mat3(-0.25999999, 0.98000002, 1.4100001, 2.52, 1.9400001, 1.8, 0.44000003, 0.83000004, 1.09) * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.0) => mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + -1.33) => mat3(-3.02, -2.4200001, -2.8600001, -1.7900001, 0.41999996, -2.03, -1.51, 0.66999996, -2.8000002) * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.85000002) => mat3(-0.84000003, -0.24000001, -0.67999995, 0.39000002, 2.5999999, 0.15000004, 0.67000002, 2.8499999, -0.62) */ #version 120 void main() { float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.0)[0], vec3(-1.11, 0.13, 0.56)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.0)[1], vec3(1.67, 1.09, 0.94999999)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.0)[2], vec3(-0.41, -0.02, 0.23999999)), 2) <= 6.6682004e-10 ? 1 : -1] array0; float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + -1.33)[0], vec3(-2.4400001, -1.2, -0.77000004)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + -1.33)[1], vec3(0.33999991, -0.24000001, -0.38000005)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + -1.33)[2], vec3(-1.74, -1.35, -1.09)), 2) <= 1.43423e-09 ? 1 : -1] array1; float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.85000002)[0], vec3(-0.25999999, 0.98000002, 1.4100001)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.85000002)[1], vec3(2.52, 1.9400001, 1.8)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) + 0.85000002)[2], vec3(0.44000003, 0.83000004, 1.09)), 2) <= 1.8440703e-09 ? 1 : -1] array2; float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.0)[0], vec3(-1.6900001, -1.09, -1.53)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.0)[1], vec3(-0.46000001, 1.75, -0.69999999)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.0)[2], vec3(-0.18000001, 2.0, -1.47)), 2) <= 1.63425e-09 ? 1 : -1] array3; float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + -1.33)[0], vec3(-3.02, -2.4200001, -2.8600001)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + -1.33)[1], vec3(-1.7900001, 0.41999996, -2.03)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + -1.33)[2], vec3(-1.51, 0.66999996, -2.8000002)), 2) <= 4.12268e-09 ? 1 : -1] array4; float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.85000002)[0], vec3(-0.84000003, -0.24000001, -0.67999995)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.85000002)[1], vec3(0.39000002, 2.5999999, 0.15000004)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) + 0.85000002)[2], vec3(0.67000002, 2.8499999, -0.62)), 2) <= 1.7115998e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |