Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2x4-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.242163896561
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-mat2x4-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2x4-float.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-mat2x4-float.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:
 * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.0) => mat2x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * -1.33) => mat2x4(-0.2128, 1.064, 2.3142002, 0.0266, 2.2477002, -0.78469998, 1.9018999, 1.6093001)
 * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.85000002) => mat2x4(0.13600001, -0.68000001, -1.4790001, -0.017000001, -1.4365001, 0.50150001, -1.2155, -1.0285001)
 * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.0) => mat2x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * -1.33) => mat2x4(1.3566, 2.1812, 2.1147001, -0.39900002, -0.98420006, 0.17290001, -0.62510002, -1.5029)
 * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.85000002) => mat2x4(-0.86699998, -1.3940001, -1.3515, 0.25500003, 0.62900001, -0.1105, 0.39950001, 0.9605)
 */
#version 120

void main()
{
  float[pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.0)[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.0)[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * -1.33)[0], vec4(-0.2128, 1.064, 2.3142002, 0.0266)), 2) + pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * -1.33)[1], vec4(2.2477002, -0.78469998, 1.9018999, 1.6093001)), 2) <= 1.8408591e-09 ? 1 : -1] array1;
  float[pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.85000002)[0], vec4(0.13600001, -0.68000001, -1.4790001, -0.017000001)), 2) + pow(distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * 0.85000002)[1], vec4(-1.4365001, 0.50150001, -1.2155, -1.0285001)), 2) <= 7.5189138e-10 ? 1 : -1] array2;
  float[pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.0)[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.0)[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array3;
  float[pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * -1.33)[0], vec4(1.3566, 2.1812, 2.1147001, -0.39900002)), 2) + pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * -1.33)[1], vec4(-0.98420006, 0.17290001, -0.62510002, -1.5029)), 2) <= 1.4877156e-09 ? 1 : -1] array4;
  float[pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.85000002)[0], vec4(-0.86699998, -1.3940001, -1.3515, 0.25500003)), 2) + pow(distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * 0.85000002)[1], vec4(0.62900001, -0.1105, 0.39950001, 0.9605)), 2) <= 6.0765137e-10 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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