Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.251394033432 |
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-mat2x3.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-mat2x3-mat2x3.vert: 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) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(-0.33333334, 0.35433072, 1.03, -1.7962962, -0.40983605, 0.67567569) * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(-3.0, 2.8222222, 0.97087383, -0.55670106, -2.4400001, 1.48) * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) */ #version 120 void main() { float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(1.0, 1.0, 1.0)), 2) <= 6.0000005e-10 ? 1 : -1] array0; float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(-0.33333334, 0.35433072, 1.03)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(-1.7962962, -0.40983605, 0.67567569)), 2) <= 5.1487453e-10 ? 1 : -1] array1; float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(-3.0, 2.8222222, 0.97087383)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(-0.55670106, -2.4400001, 1.48)), 2) <= 2.6361451e-09 ? 1 : -1] array2; float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) / mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(1.0, 1.0, 1.0)), 2) <= 6.0000005e-10 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |