Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.240031957626
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-mat3-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3-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-mat3-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:
 * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.0) => mat3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * -1.33) => mat3(1.4763001, -0.17290001, -0.74480003, -2.2211001, -1.4497001, -1.2635, 0.54530001, 0.0266, -0.31920001)
 * (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.85000002) => mat3(-0.94350004, 0.1105, 0.47600001, 1.4195, 0.92650008, 0.8075, -0.34850001, -0.017000001, 0.204)
 * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.0) => mat3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * -1.33) => mat3(2.2477002, 1.4497001, 2.0349, 0.61180001, -2.3275001, 0.93099999, 0.23940001, -2.6600001, 1.9551001)
 * (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.85000002) => mat3(-1.4365001, -0.92650008, -1.3005, -0.39100003, 1.4875001, -0.59500003, -0.15300001, 1.7, -1.2495)
 */
#version 120

void main()
{
  float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.0)[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.0)[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.0)[2], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * -1.33)[0], vec3(1.4763001, -0.17290001, -0.74480003)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * -1.33)[1], vec3(-2.2211001, -1.4497001, -1.2635)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * -1.33)[2], vec3(0.54530001, 0.0266, -0.31920001)), 2) <= 1.1795379e-09 ? 1 : -1] array1;
  float[pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.85000002)[0], vec3(-0.94350004, 0.1105, 0.47600001)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.85000002)[1], vec3(1.4195, 0.92650008, 0.8075)), 2) + pow(distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * 0.85000002)[2], vec3(-0.34850001, -0.017000001, 0.204)), 2) <= 4.817774e-10 ? 1 : -1] array2;
  float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.0)[0], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.0)[1], vec3(0.0, 0.0, 0.0)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.0)[2], vec3(0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array3;
  float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * -1.33)[0], vec3(2.2477002, 1.4497001, 2.0349)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * -1.33)[1], vec3(0.61180001, -2.3275001, 0.93099999)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * -1.33)[2], vec3(0.23940001, -2.6600001, 1.9551001)), 2) <= 2.8908251e-09 ? 1 : -1] array4;
  float[pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.85000002)[0], vec3(-1.4365001, -0.92650008, -1.3005)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.85000002)[1], vec3(-0.39100003, 1.4875001, -0.59500003)), 2) + pow(distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * 0.85000002)[2], vec3(-0.15300001, 1.7, -1.2495)), 2) <= 1.1807458e-09 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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