Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.259928941727 |
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-mat3x2.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-mat3x2.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 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (0.0 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(0.0, 0.0, 0.0, 0.0, 0.0, 0.0) * (-1.33 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-0.11970001, 1.5827001, -1.729, -0.1064, -1.6625, -1.4364001) * (-1.33 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(0.47880003, 0.70489997, 1.4364001, -1.1704, 0.79800004, 2.3807001) * (0.85000002 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.076500006, -1.0115001, 1.105, 0.068000004, 1.0625, 0.91800004) * (0.85000002 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.30600002, -0.45049998, -0.91800004, 0.74800003, -0.51000005, -1.5215) */ #version 120 void main() { float[pow(distance((0.0 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((0.0 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1; float[pow(distance((-1.33 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-0.11970001, 1.5827001)), 2) + pow(distance((-1.33 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(-1.729, -0.1064)), 2) + pow(distance((-1.33 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(-1.6625, -1.4364001)), 2) <= 1.0347181e-09 ? 1 : -1] array2; float[pow(distance((-1.33 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(0.47880003, 0.70489997)), 2) + pow(distance((-1.33 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(1.4364001, -1.1704)), 2) + pow(distance((-1.33 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(0.79800004, 2.3807001)), 2) <= 1.0463751e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.076500006, -1.0115001)), 2) + pow(distance((0.85000002 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(1.105, 0.068000004)), 2) + pow(distance((0.85000002 * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(1.0625, 0.91800004)), 2) <= 4.2262643e-10 ? 1 : -1] array4; float[pow(distance((0.85000002 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.30600002, -0.45049998)), 2) + pow(distance((0.85000002 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-0.91800004, 0.74800003)), 2) + pow(distance((0.85000002 * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-0.51000005, -1.5215)), 2) <= 4.2738768e-10 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |