Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat2x3.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.310395002365
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-mat2x3.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat2x3.frag: 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
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat2x3.frag: 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 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (0.0 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (-1.33 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(0.61180001, 0.59850001, -1.3699, -2.5802002, 0.99750006, 0.66500002)
 * (-1.33 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(-1.8354001, 1.6891, -1.33, 1.4364001, -2.4339001, 0.98420006)
 * (0.85000002 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x3(-0.39100003, -0.38249999, 0.87550002, 1.649, -0.63750005, -0.42500001)
 * (0.85000002 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x3(1.173, -1.0795, 0.85000002, -0.91800004, 1.5555, -0.62900001)
 */
#version 120

void main()
{
  float[pow(distance((0.0 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((0.0 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1;
  float[pow(distance((-1.33 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(0.61180001, 0.59850001, -1.3699)), 2) + pow(distance((-1.33 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(-2.5802002, 0.99750006, 0.66500002)), 2) <= 1.0703793e-09 ? 1 : -1] array2;
  float[pow(distance((-1.33 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(-1.8354001, 1.6891, -1.33)), 2) + pow(distance((-1.33 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(1.4364001, -2.4339001, 0.98420006)), 2) <= 1.6946416e-09 ? 1 : -1] array3;
  float[pow(distance((0.85000002 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec3(-0.39100003, -0.38249999, 0.87550002)), 2) + pow(distance((0.85000002 * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec3(1.649, -0.63750005, -0.42500001)), 2) <= 4.3719203e-10 ? 1 : -1] array4;
  float[pow(distance((0.85000002 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec3(1.173, -1.0795, 0.85000002)), 2) + pow(distance((0.85000002 * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec3(-0.91800004, 1.5555, -0.62900001)), 2) <= 6.9216943e-10 ? 1 : -1] array5;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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