Results for spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat2x3.frag

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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