Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.230287075043 |
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-mat2x4.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-mult-float-mat2x4.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 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (0.0 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (-1.33 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-0.2128, 1.064, 2.3142002, 0.0266, 2.2477002, -0.78469998, 1.9018999, 1.6093001) * (-1.33 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(1.3566, 2.1812, 2.1147001, -0.39900002, -0.98420006, 0.17290001, -0.62510002, -1.5029) * (0.85000002 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(0.13600001, -0.68000001, -1.4790001, -0.017000001, -1.4365001, 0.50150001, -1.2155, -1.0285001) * (0.85000002 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0.86699998, -1.3940001, -1.3515, 0.25500003, 0.62900001, -0.1105, 0.39950001, 0.9605) */ #version 120 void main() { float[pow(distance((0.0 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-0.2128, 1.064, 2.3142002, 0.0266)), 2) + pow(distance((-1.33 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(2.2477002, -0.78469998, 1.9018999, 1.6093001)), 2) <= 1.8408591e-09 ? 1 : -1] array2; float[pow(distance((-1.33 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(1.3566, 2.1812, 2.1147001, -0.39900002)), 2) + pow(distance((-1.33 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-0.98420006, 0.17290001, -0.62510002, -1.5029)), 2) <= 1.4877156e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(0.13600001, -0.68000001, -1.4790001, -0.017000001)), 2) + pow(distance((0.85000002 * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(-1.4365001, 0.50150001, -1.2155, -1.0285001)), 2) <= 7.5189138e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0.86699998, -1.3940001, -1.3515, 0.25500003)), 2) + pow(distance((0.85000002 * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(0.62900001, -0.1105, 0.39950001, 0.9605)), 2) <= 6.0765137e-10 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |