Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.244761943817 |
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-mat3x2-float.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat3x2-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: * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / -1.33) => mat3x2(-0.067669176, 0.89473689, -0.97744352, -0.060150374, -0.93984962, -0.81203008) * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / 0.85000002) => mat3x2(0.10588235, -1.4, 1.5294117, 0.094117641, 1.4705882, 1.2705883) * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / -1.33) => mat3x2(0.2706767, 0.39849621, 0.81203008, -0.66165411, 0.45112783, 1.3458645) * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / 0.85000002) => mat3x2(-0.42352942, -0.62352937, -1.2705883, 1.0352941, -0.70588237, -2.1058822) */ #version 120 void main() { float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / -1.33)[0], vec2(-0.067669176, 0.89473689)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / -1.33)[1], vec2(-0.97744352, -0.060150374)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / -1.33)[2], vec2(-0.93984962, -0.81203008)), 2) <= 3.3068573e-10 ? 1 : -1] array0; float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / 0.85000002)[0], vec2(0.10588235, -1.4)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / 0.85000002)[1], vec2(1.5294117, 0.094117641)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / 0.85000002)[2], vec2(1.4705882, 1.2705883)), 2) <= 8.0961937e-10 ? 1 : -1] array1; float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / -1.33)[0], vec2(0.2706767, 0.39849621)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / -1.33)[1], vec2(0.81203008, -0.66165411)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / -1.33)[2], vec2(0.45112783, 1.3458645)), 2) <= 3.3441114e-10 ? 1 : -1] array2; float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / 0.85000002)[0], vec2(-0.42352942, -0.62352937)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / 0.85000002)[1], vec2(-1.2705883, 1.0352941)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / 0.85000002)[2], vec2(-0.70588237, -2.1058822)), 2) <= 8.1874052e-10 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |