Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.23927116394 |
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-mat3.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-mat3.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 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (0.0 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (-1.33 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(1.4763001, -0.17290001, -0.74480003, -2.2211001, -1.4497001, -1.2635, 0.54530001, 0.0266, -0.31920001) * (-1.33 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(2.2477002, 1.4497001, 2.0349, 0.61180001, -2.3275001, 0.93099999, 0.23940001, -2.6600001, 1.9551001) * (0.85000002 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(-0.94350004, 0.1105, 0.47600001, 1.4195, 0.92650008, 0.8075, -0.34850001, -0.017000001, 0.204) * (0.85000002 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(-1.4365001, -0.92650008, -1.3005, -0.39100003, 1.4875001, -0.59500003, -0.15300001, 1.7, -1.2495) */ #version 120 void main() { float[pow(distance((0.0 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(1.4763001, -0.17290001, -0.74480003)), 2) + pow(distance((-1.33 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(-2.2211001, -1.4497001, -1.2635)), 2) + pow(distance((-1.33 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(0.54530001, 0.0266, -0.31920001)), 2) <= 1.1795379e-09 ? 1 : -1] array2; float[pow(distance((-1.33 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(2.2477002, 1.4497001, 2.0349)), 2) + pow(distance((-1.33 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(0.61180001, -2.3275001, 0.93099999)), 2) + pow(distance((-1.33 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(0.23940001, -2.6600001, 1.9551001)), 2) <= 2.8908251e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(-0.94350004, 0.1105, 0.47600001)), 2) + pow(distance((0.85000002 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(1.4195, 0.92650008, 0.8075)), 2) + pow(distance((0.85000002 * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(-0.34850001, -0.017000001, 0.204)), 2) <= 4.817774e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(-1.4365001, -0.92650008, -1.3005)), 2) + pow(distance((0.85000002 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(-0.39100003, 1.4875001, -0.59500003)), 2) + pow(distance((0.85000002 * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(-0.15300001, 1.7, -1.2495)), 2) <= 1.1807458e-09 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |