Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.258053064346 |
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-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-div-float-mat2x3.frag: 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 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(-0, -0, 0.0, 0.0, -0, -0) * (0.0 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(0.0, -0, 0.0, -0, 0.0, -0) * (-1.33 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(2.8913045, 2.9555557, -1.2912623, -0.68556702, 1.7733334, 2.6600001) * (-1.33 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(-0.96376812, 1.0472442, -1.33, 1.2314814, -0.72677594, 1.7972974) * (0.85000002 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(-1.8478261, -1.888889, 0.82524276, 0.43814433, -1.1333333, -1.7) * (0.85000002 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(0.61594206, -0.66929138, 0.85000002, -0.78703701, 0.46448088, -1.1486486) */ #version 120 void main() { float[pow(distance((0.0 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(-0, -0, 0.0)), 2) + pow(distance((0.0 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(0.0, -0, -0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(0.0, -0, 0.0)), 2) + pow(distance((0.0 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(-0, 0.0, -0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(2.8913045, 2.9555557, -1.2912623)), 2) + pow(distance((-1.33 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(-0.68556702, 1.7733334, 2.6600001)), 2) <= 2.945262e-09 ? 1 : -1] array2; float[pow(distance((-1.33 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(-0.96376812, 1.0472442, -1.33)), 2) + pow(distance((-1.33 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(1.2314814, -0.72677594, 1.7972974)), 2) <= 9.0694979e-10 ? 1 : -1] array3; float[pow(distance((0.85000002 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(-1.8478261, -1.888889, 0.82524276)), 2) + pow(distance((0.85000002 / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(0.43814433, -1.1333333, -1.7)), 2) <= 1.2029803e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(0.61594206, -0.66929138, 0.85000002)), 2) + pow(distance((0.85000002 / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(-0.78703701, 0.46448088, -1.1486486)), 2) <= 3.7043993e-10 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |