Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2-mat4x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.270164966583
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-mat4x2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2-mat4x2.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-mat4x2.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) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(2.0144, 3.9292998, -2.5472, 0.18889999, 1.4860001, 0.98929995, -0.1076, 2.5044999)
 * (mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(3.4603999, 2.4628999, -2.4028001, -2.7639, 0.5704, 0.30369997, 3.2744, 1.508)
 * (mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(0.77389997, -4.158, 1.4355, -0.90999997, -0.32280001, -0.78399998, 1.2292, -3.0239999)
 * (mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-0.67720002, -2.0159998, -0.023000019, 2.6599998, -0.1595, -0.20999998, -1.0258, -0.92400002)
 */
#version 120

void main()
{
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(2.0144, 3.9292998)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(-2.5472, 0.18889999)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(1.4860001, 0.98929995)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(-0.1076, 2.5044999)), 2) <= 3.5492125e-09 ? 1 : -1] array0;
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(3.4603999, 2.4628999)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(-2.4028001, -2.7639)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(0.5704, 0.30369997)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(3.2744, 1.508)), 2) <= 4.4866186e-09 ? 1 : -1] array1;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(0.77389997, -4.158)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(1.4355, -0.90999997)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(-0.32280001, -0.78399998)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(1.2292, -3.0239999)), 2) <= 3.2151011e-09 ? 1 : -1] array2;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-0.67720002, -2.0159998)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(-0.023000019, 2.6599998)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(-0.1595, -0.20999998)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) * mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-1.0258, -0.92400002)), 2) <= 1.3574566e-09 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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