Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x3-float.frag

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.247477054596
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-mat2x3-float.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x3-float.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
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x3-float.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:
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / -1.33) => mat2x3(0.34586465, 0.33834586, -0.77443606, -1.4586467, 0.56390977, 0.37593985)
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / 0.85000002) => mat2x3(-0.54117644, -0.52941173, 1.2117647, 2.2823529, -0.88235289, -0.58823526)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / -1.33) => mat2x3(-1.037594, 0.95488715, -0.75187969, 0.81203008, -1.3759398, 0.55639094)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / 0.85000002) => mat2x3(1.6235293, -1.4941176, 1.1764705, -1.2705883, 2.1529412, -0.87058824)
 */
#version 120

void main()
{
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / -1.33)[0], vec3(0.34586465, 0.33834586, -0.77443606)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / -1.33)[1], vec3(-1.4586467, 0.56390977, 0.37593985)), 2) <= 3.4208267e-10 ? 1 : -1] array0;
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / 0.85000002)[0], vec3(-0.54117644, -0.52941173, 1.2117647)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / 0.85000002)[1], vec3(2.2823529, -0.88235289, -0.58823526)), 2) <= 8.375225e-10 ? 1 : -1] array1;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / -1.33)[0], vec3(-1.037594, 0.95488715, -0.75187969)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / -1.33)[1], vec3(0.81203008, -1.3759398, 0.55639094)), 2) <= 5.4159072e-10 ? 1 : -1] array2;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / 0.85000002)[0], vec3(1.6235293, -1.4941176, 1.1764705)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / 0.85000002)[1], vec3(-1.2705883, 2.1529412, -0.87058824)), 2) <= 1.3259793e-09 ? 1 : -1] array3;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

Back to summary