Status: fail
Result: fail
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 |
|
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()); } |