Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.242412090302 |
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-mat4x2.vert pass 1.20 |
errors |
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info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-float-mat4x2.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 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(0.0, -0, -0, -0, 0.0, 0.0, 0.0, -0) * (0.0 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(0.0, 0.0, -0, 0.0, 0.0, 0.0, 0.0, 0.0) * (-1.33 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(-0.73480666, 1.1465518, 1.5287356, 0.87500006, -1.6419754, -5.3200002, -2.046154, 0.88079476) * (-1.33 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-0.68911922, -2.7142859, 0.81595093, -4.9259257, -4.5862074, -9.5, -0.83125001, -1.4148936) * (0.85000002 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(0.46961328, -0.73275864, -0.9770115, -0.55921054, 1.0493827, 3.4000001, 1.3076924, -0.56291395) * (0.85000002 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(0.44041452, 1.7346939, -0.52147239, 3.1481481, 2.9310346, 6.0714288, 0.53125, 0.90425533) */ #version 120 void main() { float[pow(distance((0.0 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(0.0, -0)), 2) + pow(distance((0.0 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(-0, -0)), 2) + pow(distance((0.0 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(0.0, 0.0)), 2) + pow(distance((0.0 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(0.0, -0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(-0, 0.0)), 2) + pow(distance((0.0 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(0.0, 0.0)), 2) + pow(distance((0.0 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(-0.73480666, 1.1465518)), 2) + pow(distance((-1.33 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(1.5287356, 0.87500006)), 2) + pow(distance((-1.33 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(-1.6419754, -5.3200002)), 2) + pow(distance((-1.33 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(-2.046154, 0.88079476)), 2) <= 4.0918211e-09 ? 1 : -1] array2; float[pow(distance((-1.33 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-0.68911922, -2.7142859)), 2) + pow(distance((-1.33 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(0.81595093, -4.9259257)), 2) + pow(distance((-1.33 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(-4.5862074, -9.5)), 2) + pow(distance((-1.33 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-0.83125001, -1.4148936)), 2) <= 1.4674896e-08 ? 1 : -1] array3; float[pow(distance((0.85000002 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(0.46961328, -0.73275864)), 2) + pow(distance((0.85000002 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(-0.9770115, -0.55921054)), 2) + pow(distance((0.85000002 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(1.0493827, 3.4000001)), 2) + pow(distance((0.85000002 / mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(1.3076924, -0.56291395)), 2) <= 1.6712878e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(0.44041452, 1.7346939)), 2) + pow(distance((0.85000002 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(-0.52147239, 3.1481481)), 2) + pow(distance((0.85000002 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(2.9310346, 6.0714288)), 2) + pow(distance((0.85000002 / mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(0.53125, 0.90425533)), 2) <= 5.9939005e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |