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