Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.204322099686 |
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-mat2x4.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-mat2x4.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 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(0.0, -0, -0, -0, -0, 0.0, -0, -0) * (0.0 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0, -0, -0, 0.0, 0.0, -0, 0.0, 0.0) * (-1.33 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-8.3125, 1.6625, 0.76436782, 66.5, 0.78698224, -2.2542374, 0.93006998, 1.0991735) * (-1.33 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(1.3039216, 0.81097567, 0.83647799, -4.4333334, -1.7972974, 10.23077, -2.8297873, -1.1769912) * (0.85000002 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(5.3125005, -1.0625, -0.48850575, -42.500004, -0.5029586, 1.4406781, -0.59440565, -0.70247936) * (0.85000002 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0.83333337, -0.51829273, -0.5345912, 2.8333333, 1.1486486, -6.5384622, 1.8085107, 0.75221241) */ #version 120 void main() { float[pow(distance((0.0 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(0.0, -0, -0, -0)), 2) + pow(distance((0.0 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-0, 0.0, -0, -0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0, -0, -0, 0.0)), 2) + pow(distance((0.0 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(0.0, -0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-8.3125, 1.6625, 0.76436782, 66.5)), 2) + pow(distance((-1.33 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(0.78698224, -2.2542374, 0.93006998, 1.0991735)), 2) <= 4.50247e-07 ? 1 : -1] array2; float[pow(distance((-1.33 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(1.3039216, 0.81097567, 0.83647799, -4.4333334)), 2) + pow(distance((-1.33 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-1.7972974, 10.23077, -2.8297873, -1.1769912)), 2) <= 1.4000399e-08 ? 1 : -1] array3; float[pow(distance((0.85000002 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(5.3125005, -1.0625, -0.48850575, -42.500004)), 2) + pow(distance((0.85000002 / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-0.5029586, 1.4406781, -0.59440565, -0.70247936)), 2) <= 1.8390162e-07 ? 1 : -1] array4; float[pow(distance((0.85000002 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0.83333337, -0.51829273, -0.5345912, 2.8333333)), 2) + pow(distance((0.85000002 / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(1.1486486, -6.5384622, 1.8085107, 0.75221241)), 2) <= 5.7184057e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |