Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.264590024948 |
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-mat3x2-mat2x3.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-mat3x2-mat2x3.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: * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2(0.66109997, 1.6238, -1.4253999, -2.9086001) * (mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2(-0.27679992, -0.6638, 1.3568, 0.6324001) * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2(0.03360001, -1.9958999, 0.41159999, -0.79320002) * (mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2(0.2748, -3.6389999, -1.1436001, 3.5074) */ #version 120 void main() { float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec2(0.66109997, 1.6238)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec2(-1.4253999, -2.9086001)), 2) <= 1.3565499e-09 ? 1 : -1] array0; float[pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec2(-0.27679992, -0.6638)), 2) + pow(distance((mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec2(1.3568, 0.6324001)), 2) <= 2.7580846e-10 ? 1 : -1] array1; float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec2(0.03360001, -1.9958999)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec2(0.41159999, -0.79320002)), 2) <= 4.783326e-10 ? 1 : -1] array2; float[pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec2(0.2748, -3.6389999)), 2) + pow(distance((mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec2(-1.1436001, 3.5074)), 2) <= 2.6927511e-09 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |