Results for spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat2.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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