Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.216771125793 |
| 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-mat3.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-mat3-mat3.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) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
* (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(0.65680474, -0.11926605, -0.36601308, -3.6304345, 0.62285715, -1.3571428, 2.2777777, -0.0099999998, -0.1632653)
* (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(1.5225226, -8.3846159, -2.7321427, -0.27544913, 1.6055045, -0.7368421, 0.43902442, -100.0, -6.1250005)
* (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
*/
#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) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(1.0, 1.0, 1.0)), 2) <= 8.9999996e-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) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(0.65680474, -0.11926605, -0.36601308)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(-3.6304345, 0.62285715, -1.3571428)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(2.2777777, -0.0099999998, -0.1632653)), 2) <= 2.1204452e-09 ? 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) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(1.5225226, -8.3846159, -2.7321427)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(-0.27544913, 1.6055045, -0.7368421)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(0.43902442, -100.0, -6.1250005)), 2) <= 1.012099e-06 ? 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) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(1.0, 1.0, 1.0)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) / mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(1.0, 1.0, 1.0)), 2) <= 8.9999996e-10 ? 1 : -1] array3;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
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