Results for spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.190522909164
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-mat3x2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat3x2.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-mat3x2.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 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.0, -0, 0.0, 0.0, 0.0, 0.0)
 * (0.0 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0, -0, -0, 0.0, -0, -0)
 * (-1.33 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-14.777778, 1.1176471, -1.023077, -16.625, -1.064, -1.2314814)
 * (-1.33 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(3.6944444, 2.5094342, 1.2314814, -1.5113637, 2.2166667, 0.74301678)
 * (0.85000002 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(9.4444447, -0.71428567, 0.6538462, 10.625001, 0.68000001, 0.78703701)
 * (0.85000002 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-2.3611112, -1.6037737, -0.78703701, 0.96590912, -1.4166666, -0.47486037)
 */
#version 120

void main()
{
  float[pow(distance((0.0 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.0, -0)), 2) + pow(distance((0.0 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(0.0, 0.0)), 2) + pow(distance((0.0 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((0.0 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0, -0)), 2) + pow(distance((0.0 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-0, 0.0)), 2) + pow(distance((0.0 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-0, -0)), 2) <= 0.0 ? 1 : -1] array1;
  float[pow(distance((-1.33 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-14.777778, 1.1176471)), 2) + pow(distance((-1.33 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(-1.023077, -16.625)), 2) + pow(distance((-1.33 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(-1.064, -1.2314814)), 2) <= 4.9971778e-08 ? 1 : -1] array2;
  float[pow(distance((-1.33 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(3.6944444, 2.5094342)), 2) + pow(distance((-1.33 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(1.2314814, -1.5113637)), 2) + pow(distance((-1.33 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(2.2166667, 0.74301678)), 2) <= 2.921263e-09 ? 1 : -1] array3;
  float[pow(distance((0.85000002 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(9.4444447, -0.71428567)), 2) + pow(distance((0.85000002 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(0.6538462, 10.625001)), 2) + pow(distance((0.85000002 / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(0.68000001, 0.78703701)), 2) <= 2.0410774e-08 ? 1 : -1] array4;
  float[pow(distance((0.85000002 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-2.3611112, -1.6037737)), 2) + pow(distance((0.85000002 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-0.78703701, 0.96590912)), 2) + pow(distance((0.85000002 / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-1.4166666, -0.47486037)), 2) <= 1.193178e-09 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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