Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.19489812851 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat2.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-mult-float-mat2.vert: 0(18) : error C1307: non constant expression for array size 0(19) : error C1307: non constant expression for array size 0(20) : error C1307: non constant expression for array size 0(21) : error C1307: non constant expression for array size 0(22) : error C1307: non constant expression for array size 0(23) : 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: * (0.0 * mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(0.0, 0.0, 0.0, 0.0) * (0.0 * mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(0.0, 0.0, 0.0, 0.0) * (-1.33 * mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-2.128, -2.0349, -1.0108, 1.33) * (-1.33 * mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(0.17290001, 1.862, 1.1571001, -1.862) * (0.85000002 * mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.36, 1.3005, 0.64600003, -0.85000002) * (0.85000002 * mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0.1105, -1.1900001, -0.73950005, 1.1900001) */ #version 120 void main() { float[pow(distance((0.0 * mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 * mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 * mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(-2.128, -2.0349)), 2) + pow(distance((-1.33 * mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-1.0108, 1.33)), 2) <= 1.1459819e-09 ? 1 : -1] array2; float[pow(distance((-1.33 * mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(0.17290001, 1.862)), 2) + pow(distance((-1.33 * mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(1.1571001, -1.862)), 2) <= 8.3028623e-10 ? 1 : -1] array3; float[pow(distance((0.85000002 * mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.36, 1.3005)), 2) + pow(distance((0.85000002 * mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.64600003, -0.85000002)), 2) <= 4.6807158e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 * mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0.1105, -1.1900001)), 2) + pow(distance((0.85000002 * mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.73950005, 1.1900001)), 2) <= 3.3912709e-10 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |