Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x4-mat2x4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.240248918533
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-mat2x4-mat2x4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x4-mat2x4.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2x4-mat2x4.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:
 * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
 * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0.15686275, 0.48780489, 1.0943396, -0.066666663, -2.2837839, -4.5384617, -3.0425532, -1.0707965)
 * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-6.375, 2.05, 0.91379315, -15.000001, -0.43786982, -0.22033899, -0.32867134, -0.93388426)
 * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
 */
#version 120

void main()
{
  float[pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(1.0, 1.0, 1.0, 1.0)), 2) + pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(1.0, 1.0, 1.0, 1.0)), 2) <= 7.9999996e-10 ? 1 : -1] array0;
  float[pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0.15686275, 0.48780489, 1.0943396, -0.066666663)), 2) + pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-2.2837839, -4.5384617, -3.0425532, -1.0707965)), 2) <= 3.7681627e-09 ? 1 : -1] array1;
  float[pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-6.375, 2.05, 0.91379315, -15.000001)), 2) + pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-0.43786982, -0.22033899, -0.32867134, -0.93388426)), 2) <= 2.7189866e-08 ? 1 : -1] array2;
  float[pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(1.0, 1.0, 1.0, 1.0)), 2) + pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) / mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(1.0, 1.0, 1.0, 1.0)), 2) <= 7.9999996e-10 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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