Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat4x2.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.19078207016
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-mat4x2.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat4x2.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-mat4x2.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 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (0.0 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (-1.33 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(-2.4073, 1.5427999, 1.1571001, 2.0216, -1.0773001, -0.33250001, -0.86449999, 2.0083001)
 * (-1.33 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-2.5669, -0.65170002, 2.1679001, -0.35910001, -0.38569999, -0.18620001, -2.128, -1.2502)
 * (0.85000002 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(1.5385, -0.986, -0.73950005, -1.2920001, 0.68850005, 0.21250001, 0.55250001, -1.2835001)
 * (0.85000002 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(1.6404999, 0.41650003, -1.3855001, 0.22950001, 0.2465, 0.119, 1.36, 0.79900002)
 */
#version 120

void main()
{
  float[pow(distance((0.0 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((0.0 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(0.0, 0.0)), 2) + pow(distance((0.0 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1;
  float[pow(distance((-1.33 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(-2.4073, 1.5427999)), 2) + pow(distance((-1.33 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(1.1571001, 2.0216)), 2) + pow(distance((-1.33 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(-1.0773001, -0.33250001)), 2) + pow(distance((-1.33 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(-0.86449999, 2.0083001)), 2) <= 1.9652828e-09 ? 1 : -1] array2;
  float[pow(distance((-1.33 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-2.5669, -0.65170002)), 2) + pow(distance((-1.33 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(2.1679001, -0.35910001)), 2) + pow(distance((-1.33 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(-0.38569999, -0.18620001)), 2) + pow(distance((-1.33 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-2.128, -1.2502)), 2) <= 1.811725e-09 ? 1 : -1] array3;
  float[pow(distance((0.85000002 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(1.5385, -0.986)), 2) + pow(distance((0.85000002 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(-0.73950005, -1.2920001)), 2) + pow(distance((0.85000002 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(0.68850005, 0.21250001)), 2) + pow(distance((0.85000002 * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(0.55250001, -1.2835001)), 2) <= 8.0271206e-10 ? 1 : -1] array4;
  float[pow(distance((0.85000002 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(1.6404999, 0.41650003)), 2) + pow(distance((0.85000002 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(-1.3855001, 0.22950001)), 2) + pow(distance((0.85000002 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(0.2465, 0.119)), 2) + pow(distance((0.85000002 * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(1.36, 0.79900002)), 2) <= 7.3999179e-10 ? 1 : -1] array5;
  gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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