Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.293739080429 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat2.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-div-float-mat2.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 / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(0.0, 0.0, 0.0, -0) * (0.0 / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0, -0, -0, 0.0) * (-1.33 / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-0.83125001, -0.86928111, -1.7500001, 1.33) * (-1.33 / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(10.23077, 0.95000005, 1.5287356, -0.95000005) * (0.85000002 / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(0.53125, 0.55555558, 1.1184211, -0.85000002) * (0.85000002 / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-6.5384622, -0.60714287, -0.9770115, 0.60714287) */ #version 120 void main() { float[pow(distance((0.0 / mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.0, -0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 / mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0, -0)), 2) + pow(distance((0.0 / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 / mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(-0.83125001, -0.86928111)), 2) + pow(distance((-1.33 / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-1.7500001, 1.33)), 2) <= 6.2780264e-10 ? 1 : -1] array2; float[pow(distance((-1.33 / mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(10.23077, 0.95000005)), 2) + pow(distance((-1.33 / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(1.5287356, -0.95000005)), 2) <= 1.0881069e-08 ? 1 : -1] array3; float[pow(distance((0.85000002 / mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(0.53125, 0.55555558)), 2) + pow(distance((0.85000002 / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(1.1184211, -0.85000002)), 2) <= 2.5642341e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 / mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-6.5384622, -0.60714287)), 2) + pow(distance((0.85000002 / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.9770115, 0.60714287)), 2) <= 4.444328e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |