Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.247570991516
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.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat3x2.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat3x2.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 * 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_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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