Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat4x3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.230702877045
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-mat4x3.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-float-mat4x3.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-mat4x3.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 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998)) => mat4x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (0.0 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58)) => mat4x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (-1.33 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998)) => mat4x3(0.35910001, 0.22610001, 2.4605, 1.8354001, 0.74480003, 1.7157, 1.8753, -1.9551001, -2.3541, 0.1596, -2.4738002, -0.0133)
 * (-1.33 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58)) => mat4x3(0.62510002, 0.266, 1.8487, 0.19950001, -0.70489997, 0.2527, -2.6201, 2.4206002, -2.1546001, 1.3965, 1.8753, -2.1014001)
 * (0.85000002 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998)) => mat4x3(-0.22950001, -0.1445, -1.5725001, -1.173, -0.47600001, -1.0965, -1.1985, 1.2495, 1.5045, -0.102, 1.5810001, 0.0085000005)
 * (0.85000002 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58)) => mat4x3(-0.39950001, -0.17, -1.1815001, -0.12750001, 0.45049998, -0.16150001, 1.6745001, -1.5470001, 1.3770001, -0.89249998, -1.1985, 1.3430001)
 */
#version 120

void main()
{
  float[pow(distance((0.0 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[2], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[3], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((0.0 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[2], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((0.0 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[3], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array1;
  float[pow(distance((-1.33 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[0], vec3(0.35910001, 0.22610001, 2.4605)), 2) + pow(distance((-1.33 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[1], vec3(1.8354001, 0.74480003, 1.7157)), 2) + pow(distance((-1.33 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[2], vec3(1.8753, -1.9551001, -2.3541)), 2) + pow(distance((-1.33 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[3], vec3(0.1596, -2.4738002, -0.0133)), 2) <= 3.212747e-09 ? 1 : -1] array2;
  float[pow(distance((-1.33 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[0], vec3(0.62510002, 0.266, 1.8487)), 2) + pow(distance((-1.33 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[1], vec3(0.19950001, -0.70489997, 0.2527)), 2) + pow(distance((-1.33 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[2], vec3(-2.6201, 2.4206002, -2.1546001)), 2) + pow(distance((-1.33 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[3], vec3(1.3965, 1.8753, -2.1014001)), 2) <= 3.1729113e-09 ? 1 : -1] array3;
  float[pow(distance((0.85000002 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[0], vec3(-0.22950001, -0.1445, -1.5725001)), 2) + pow(distance((0.85000002 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[1], vec3(-1.173, -0.47600001, -1.0965)), 2) + pow(distance((0.85000002 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[2], vec3(-1.1985, 1.2495, 1.5045)), 2) + pow(distance((0.85000002 * mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998))[3], vec3(-0.102, 1.5810001, 0.0085000005)), 2) <= 1.3122334e-09 ? 1 : -1] array4;
  float[pow(distance((0.85000002 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[0], vec3(-0.39950001, -0.17, -1.1815001)), 2) + pow(distance((0.85000002 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[1], vec3(-0.12750001, 0.45049998, -0.16150001)), 2) + pow(distance((0.85000002 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[2], vec3(1.6745001, -1.5470001, 1.3770001)), 2) + pow(distance((0.85000002 * mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58))[3], vec3(-0.89249998, -1.1985, 1.3430001)), 2) <= 1.2959629e-09 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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