Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.210485935211 |
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-mat3.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-mat3.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 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(-0, 0.0, 0.0, 0.0, 0.0, 0.0, -0, -0, 0.0) * (0.0 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(-0, -0, -0, -0, 0.0, -0, -0, 0.0, -0) * (-1.33 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(1.1981982, -10.23077, -2.375, -0.79640722, -1.2201835, -1.4000001, 3.2439027, 66.5, -5.541667) * (-1.33 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(0.78698224, 1.2201835, 0.86928111, 2.8913045, -0.76000005, 1.9000001, 7.3888888, -0.66500002, 0.90476191) * (0.85000002 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(-0.76576579, 6.5384622, 1.5178572, 0.50898206, 0.77981651, 0.89473689, -2.0731709, -42.500004, 3.5416667) * (0.85000002 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(-0.5029586, -0.77981651, -0.55555558, -1.8478261, 0.48571429, -1.2142857, -4.7222223, 0.42500001, -0.57823128) */ #version 120 void main() { float[pow(distance((0.0 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(-0, 0.0, 0.0)), 2) + pow(distance((0.0 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(-0, -0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(-0, -0, -0)), 2) + pow(distance((0.0 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(-0, 0.0, -0)), 2) + pow(distance((0.0 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(-0, 0.0, -0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(1.1981982, -10.23077, -2.375)), 2) + pow(distance((-1.33 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(-0.79640722, -1.2201835, -1.4000001)), 2) + pow(distance((-1.33 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(3.2439027, 66.5, -5.541667)), 2) <= 4.5793112e-07 ? 1 : -1] array2; float[pow(distance((-1.33 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(0.78698224, 1.2201835, 0.86928111)), 2) + pow(distance((-1.33 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(2.8913045, -0.76000005, 1.9000001)), 2) + pow(distance((-1.33 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(7.3888888, -0.66500002, 0.90476191)), 2) <= 7.1267579e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(-0.76576579, 6.5384622, 1.5178572)), 2) + pow(distance((0.85000002 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(0.50898206, 0.77981651, 0.89473689)), 2) + pow(distance((0.85000002 / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(-2.0731709, -42.500004, 3.5416667)), 2) <= 1.8704011e-07 ? 1 : -1] array4; float[pow(distance((0.85000002 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(-0.5029586, -0.77981651, -0.55555558)), 2) + pow(distance((0.85000002 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(-1.8478261, 0.48571429, -1.2142857)), 2) + pow(distance((0.85000002 / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(-4.7222223, 0.42500001, -0.57823128)), 2) <= 2.9108953e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |