Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.239403009415 |
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-mat4x2-float.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-mat4x2-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: * (mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / -1.33) => mat4x2(-1.3609022, 0.8721804, 0.65413535, 1.1428571, -0.60902256, -0.18796992, -0.48872176, 1.1353383) * (mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / 0.85000002) => mat4x2(2.1294117, -1.3647058, -1.0235294, -1.7882352, 0.95294118, 0.29411763, 0.76470584, -1.7764705) * (mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / -1.33) => mat4x2(-1.4511278, -0.36842105, 1.2255639, -0.20300752, -0.2180451, -0.10526315, -1.2030075, -0.7067669) * (mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / 0.85000002) => mat4x2(2.2705882, 0.57647055, -1.917647, 0.31764707, 0.34117645, 0.16470587, 1.8823529, 1.1058823) */ #version 120 void main() { float[pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / -1.33)[0], vec2(-1.3609022, 0.8721804)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / -1.33)[1], vec2(0.65413535, 1.1428571)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / -1.33)[2], vec2(-0.60902256, -0.18796992)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / -1.33)[3], vec2(-0.48872176, 1.1353383)), 2) <= 6.2808525e-10 ? 1 : -1] array0; float[pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / 0.85000002)[0], vec2(2.1294117, -1.3647058)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / 0.85000002)[1], vec2(-1.0235294, -1.7882352)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / 0.85000002)[2], vec2(0.95294118, 0.29411763)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) / 0.85000002)[3], vec2(0.76470584, -1.7764705)), 2) <= 1.5377437e-09 ? 1 : -1] array1; float[pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / -1.33)[0], vec2(-1.4511278, -0.36842105)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / -1.33)[1], vec2(1.2255639, -0.20300752)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / -1.33)[2], vec2(-0.2180451, -0.10526315)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / -1.33)[3], vec2(-1.2030075, -0.7067669)), 2) <= 5.7900951e-10 ? 1 : -1] array2; float[pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / 0.85000002)[0], vec2(2.2705882, 0.57647055)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / 0.85000002)[1], vec2(-1.917647, 0.31764707)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / 0.85000002)[2], vec2(0.34117645, 0.16470587)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) / 0.85000002)[3], vec2(1.8823529, 1.1058823)), 2) <= 1.4175917e-09 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |