Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat3x2-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.20695400238
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-mat3x2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat3x2-mat3x2.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-mat3x2-mat3x2.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:
 * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
 * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.25, 2.2452834, -1.2037036, 0.090909086, -2.0833333, -0.60335201)
 * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-4.0, 0.44537809, -0.8307693, 11.0, -0.48000002, -1.6574073)
 * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
 */
#version 120

void main()
{
  float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(1.0, 1.0)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(1.0, 1.0)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(1.0, 1.0)), 2) <= 6.0000005e-10 ? 1 : -1] array0;
  float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.25, 2.2452834)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-1.2037036, 0.090909086)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-2.0833333, -0.60335201)), 2) <= 1.1265274e-09 ? 1 : -1] array1;
  float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-4.0, 0.44537809)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(-0.8307693, 11.0)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(-0.48000002, -1.6574073)), 2) <= 1.4086593e-08 ? 1 : -1] array2;
  float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(1.0, 1.0)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(1.0, 1.0)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) / mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(1.0, 1.0)), 2) <= 6.0000005e-10 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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