Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.252840995789 |
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-mat2-mat2.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-mat2.frag: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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: * (mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.0, 1.0, 1.0, 1.0) * (mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-12.307693, -1.0928571, -0.87356323, -0.71428573) * (mat2(-0.13, -1.4, -0.87, 1.4) / mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-0.081249997, -0.91503268, -1.1447369, -1.4) * (mat2(-0.13, -1.4, -0.87, 1.4) / mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(1.0, 1.0, 1.0, 1.0) */ #version 120 void main() { float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.0, 1.0)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(1.0, 1.0)), 2) <= 3.9999998e-10 ? 1 : -1] array0; float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-12.307693, -1.0928571)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.87356323, -0.71428573)), 2) <= 1.5394695e-08 ? 1 : -1] array1; float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(-0.081249997, -0.91503268)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-1.1447369, -1.4)), 2) <= 4.1143083e-10 ? 1 : -1] array2; float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(1.0, 1.0)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(1.0, 1.0)), 2) <= 3.9999998e-10 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |