Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat3-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.225790977478
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-mat3-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat3-float.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-mat3-float.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:
 * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / -1.33) => mat3(0.83458644, -0.097744353, -0.4210526, -1.2556391, -0.81954885, -0.71428567, 0.30827066, 0.015037593, -0.18045112)
 * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / 0.85000002) => mat3(-1.3058823, 0.15294117, 0.65882349, 1.9647058, 1.2823529, 1.1176471, -0.48235291, -0.02352941, 0.28235292)
 * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / -1.33) => mat3(1.2706767, 0.81954885, 1.1503758, 0.34586465, -1.3157895, 0.52631575, 0.13533835, -1.5037594, 1.1052631)
 * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / 0.85000002) => mat3(-1.9882354, -1.2823529, -1.8, -0.54117644, 2.0588236, -0.82352936, -0.21176471, 2.352941, -1.7294117)
 */
#version 120

void main()
{
  float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / -1.33)[0], vec3(0.83458644, -0.097744353, -0.4210526)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / -1.33)[1], vec3(-1.2556391, -0.81954885, -0.71428567)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / -1.33)[2], vec3(0.30827066, 0.015037593, -0.18045112)), 2) <= 3.7696871e-10 ? 1 : -1] array0;
  float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / 0.85000002)[0], vec3(-1.3058823, 0.15294117, 0.65882349)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / 0.85000002)[1], vec3(1.9647058, 1.2823529, 1.1176471)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / 0.85000002)[2], vec3(-0.48235291, -0.02352941, 0.28235292)), 2) <= 9.2293417e-10 ? 1 : -1] array1;
  float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / -1.33)[0], vec3(1.2706767, 0.81954885, 1.1503758)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / -1.33)[1], vec3(0.34586465, -1.3157895, 0.52631575)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / -1.33)[2], vec3(0.13533835, -1.5037594, 1.1052631)), 2) <= 9.2387925e-10 ? 1 : -1] array2;
  float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / 0.85000002)[0], vec3(-1.9882354, -1.2823529, -1.8)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / 0.85000002)[1], vec3(-0.54117644, 2.0588236, -0.82352936)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / 0.85000002)[2], vec3(-0.21176471, 2.352941, -1.7294117)), 2) <= 2.2619373e-09 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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