Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.201394081116 |
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-vec2.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat2x4-vec2.frag: 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: * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * vec2(-0.1, -1.2)) => vec4(2.0120001, -0.62800002, 1.89, 1.4540001) * (mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * vec2(-0.41999999, 0.47999999)) => vec4(-0.87840003, 0.61919999, 0.044400021, -0.57240003) * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * vec2(-0.1, -1.2)) => vec4(-0.78600007, 0.31999999, -0.405, -1.386) * (mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * vec2(-0.41999999, 0.47999999)) => vec4(0.78359997, 0.62639999, 0.89340001, 0.41639999) */ #version 120 void main() { float[distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * vec2(-0.1, -1.2)), vec4(2.0120001, -0.62800002, 1.89, 1.4540001)) <= 3.182569e-05 ? 1 : -1] array0; float[distance((mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21) * vec2(-0.41999999, 0.47999999)), vec4(-0.87840003, 0.61919999, 0.044400021, -0.57240003)) <= 1.218445e-05 ? 1 : -1] array1; float[distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * vec2(-0.1, -1.2)), vec4(-0.78600007, 0.31999999, -0.405, -1.386)) <= 1.6748781e-05 ? 1 : -1] array2; float[distance((mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13) * vec2(-0.41999999, 0.47999999)), vec4(0.78359997, 0.62639999, 0.89340001, 0.41639999)) <= 1.4063991e-05 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |