Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.283102989197 |
| 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-vec3.vert pass 1.20 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3-vec3.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:
* (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * vec3(-0.029999999, -0.85000002, -0.94)) => vec3(-1.0008, -0.91160005, -1.0499001)
* (mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * vec3(1.67, 0.66000003, 1.87)) => vec3(-1.5181999, 0.89910007, 2.0109999)
* (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * vec3(-0.029999999, -0.85000002, -0.94)) => vec3(0.61090004, -3.3348, 2.0227001)
* (mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * vec3(1.67, 0.66000003, 1.87)) => vec3(-3.4625001, 3.0747001, -5.7659998)
*/
#version 120
void main()
{
float[distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * vec3(-0.029999999, -0.85000002, -0.94)), vec3(-1.0008, -0.91160005, -1.0499001)) <= 1.7131566e-05 ? 1 : -1] array0;
float[distance((mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999) * vec3(1.67, 0.66000003, 1.87)), vec3(-1.5181999, 0.89910007, 2.0109999)) <= 2.6753378e-05 ? 1 : -1] array1;
float[distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * vec3(-0.029999999, -0.85000002, -0.94)), vec3(0.61090004, -3.3348, 2.0227001)) <= 3.9478353e-05 ? 1 : -1] array2;
float[distance((mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47) * vec3(1.67, 0.66000003, 1.87)), vec3(-3.4625001, 3.0747001, -5.7659998)) <= 7.3952309e-05 ? 1 : -1] array3;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
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