Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.230664014816 |
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-mat3x2-mat3x2.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-mat3x2-mat3x2.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: * (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)) => mat3x2(0.18000001, -2.3800001, 2.5999999, 0.16, 2.5, 2.1600001) * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.27000001, -1.72, 0.21999991, 0.95999998, 0.64999998, -0.70999992) * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-0.27000001, -1.72, 0.21999991, 0.95999998, 0.64999998, -0.70999992) * (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)) => mat3x2(-0.72000003, -1.0599999, -2.1600001, 1.76, -1.2, -3.5799999) */ #version 120 void main() { float[pow(distance((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], vec2(0.18000001, -2.3800001)), 2) + pow(distance((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))[1], vec2(2.5999999, 0.16)), 2) + pow(distance((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))[2], vec2(2.5, 2.1600001)), 2) <= 2.3398004e-09 ? 1 : -1] array0; float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.27000001, -1.72)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(0.21999991, 0.95999998)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) + mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(0.64999998, -0.70999992)), 2) <= 4.9278992e-10 ? 1 : -1] array1; float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-0.27000001, -1.72)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(0.21999991, 0.95999998)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) + mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(0.64999998, -0.70999992)), 2) <= 4.9278992e-10 ? 1 : -1] array2; float[pow(distance((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))[0], vec2(-0.72000003, -1.0599999)), 2) + pow(distance((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], vec2(-2.1600001, 1.76)), 2) + pow(distance((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))[2], vec2(-1.2, -3.5799999)), 2) <= 2.3661599e-09 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |