Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.246917009354
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-mat2-mat3x2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2-mat3x2.vert: 0(16) : error C1307: non constant expression for array size
  • 0(17) : error C1307: non constant expression for array size
  • 0(18) : error C1307: non constant expression for array size
  • 0(19) : 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-mat2-mat3x2.vert: 0(16) : error C1307: non constant expression for array size
0(17) : error C1307: non constant expression for array size
0(18) : error C1307: non constant expression for array size
0(19) : 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:
 * (mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(-0.7604, 1.3277, 2.1408, 1.9089999, 2.8208001, 0.83249992)
 * (mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.9788, -0.020800041, -1.0592, -2.5324001, -2.3204, 0.87199992)
 * (mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(1.0236001, -1.7920001, -0.23859999, -1.7079999, -1.1021, -0.23799993)
 * (mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(0.5079, -0.23799993, -0.62519997, 2.744, 1.6352999, -1.6659999)
 */
#version 120

void main()
{
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(-0.7604, 1.3277)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(2.1408, 1.9089999)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(2.8208001, 0.83249992)), 2) <= 1.9218271e-09 ? 1 : -1] array0;
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.9788, -0.020800041)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-1.0592, -2.5324001)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-2.3204, 0.87199992)), 2) <= 1.4638076e-09 ? 1 : -1] array1;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(1.0236001, -1.7920001)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(-0.23859999, -1.7079999)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(-1.1021, -0.23799993)), 2) <= 8.5044843e-10 ? 1 : -1] array2;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(0.5079, -0.23799993)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-0.62519997, 2.744)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(1.6352999, -1.6659999)), 2) <= 1.3684779e-09 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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