Results for spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat3x4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.234974145889
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-mat3x4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat3x4.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-mat3x4.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 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(0.0, 0.0, -0, 0.0, -0, -0, -0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (0.0 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(-0, -0, 0.0, 0.0, 0.0, -0, 0.0, -0, 0.0, 0.0, -0, 0.0)
 * (-1.33 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(-0.93661976, -0.73888892, 0.70744681, -0.97080296, 1.5465117, 0.76436782, 3.5945947, -0.70000005, -4.9259257, -33.25, -3.0930233, -1.8732395)
 * (-1.33 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(0.77325583, 4.2903228, -9.5, -3.325, -14.777778, 0.84177214, -7.3888888, 1.7272729, -2.9555557, -0.69270837, 2.375, -0.75568187)
 * (0.85000002 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => mat3x4(0.59859157, 0.47222224, -0.45212767, 0.62043798, -0.98837209, -0.48850575, -2.2972972, 0.44736844, 3.1481481, 21.250002, 1.9767442, 1.1971831)
 * (0.85000002 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => mat3x4(-0.49418604, -2.7419355, 6.0714288, 2.125, 9.4444447, -0.53797466, 4.7222223, -1.1038961, 1.888889, 0.44270834, -1.5178572, 0.48295456)
 */
#version 120

void main()
{
  float[pow(distance((0.0 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(0.0, 0.0, -0, 0.0)), 2) + pow(distance((0.0 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(-0, -0, -0, 0.0)), 2) + pow(distance((0.0 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((0.0 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(-0, -0, 0.0, 0.0)), 2) + pow(distance((0.0 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(0.0, -0, 0.0, -0)), 2) + pow(distance((0.0 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(0.0, 0.0, -0, 0.0)), 2) <= 0.0 ? 1 : -1] array1;
  float[pow(distance((-1.33 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(-0.93661976, -0.73888892, 0.70744681, -0.97080296)), 2) + pow(distance((-1.33 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(1.5465117, 0.76436782, 3.5945947, -0.70000005)), 2) + pow(distance((-1.33 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(-4.9259257, -33.25, -3.0930233, -1.8732395)), 2) <= 1.1621565e-07 ? 1 : -1] array2;
  float[pow(distance((-1.33 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(0.77325583, 4.2903228, -9.5, -3.325)), 2) + pow(distance((-1.33 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(-14.777778, 0.84177214, -7.3888888, 1.7272729)), 2) + pow(distance((-1.33 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(-2.9555557, -0.69270837, 2.375, -0.75568187)), 2) <= 4.1240771e-08 ? 1 : -1] array3;
  float[pow(distance((0.85000002 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[0], vec4(0.59859157, 0.47222224, -0.45212767, 0.62043798)), 2) + pow(distance((0.85000002 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[1], vec4(-0.98837209, -0.48850575, -2.2972972, 0.44736844)), 2) + pow(distance((0.85000002 / mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998))[2], vec4(3.1481481, 21.250002, 1.9767442, 1.1971831)), 2) <= 4.7467815e-08 ? 1 : -1] array4;
  float[pow(distance((0.85000002 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[0], vec4(-0.49418604, -2.7419355, 6.0714288, 2.125)), 2) + pow(distance((0.85000002 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[1], vec4(9.4444447, -0.53797466, 4.7222223, -1.1038961)), 2) + pow(distance((0.85000002 / mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76))[2], vec4(1.888889, 0.44270834, -1.5178572, 0.48295456)), 2) <= 1.6844625e-08 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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