Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.226227045059 |
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-mat3x4-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-mat3x4-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: * (mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x4(0.011900008, -0.0038000117, 1.4742, -0.75390005, 3.2648001, 4.777, -3.5847001, 0.87780011) * (mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x4(3.3218, 4.7337999, -1.6945, 0.18760005, -3.3072002, -5.1578002, 1.0351, 1.472) * (mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat2x4(1.2142, 2.8311999, -0.72219998, 1.9753, -3.6293001, -0.37639996, 0.41660002, 0.47350001) * (mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat2x4(-2.0379, 3.4988, -0.59540004, 3.2899001, 1.6893001, -3.9774001, 0.59260005, -3.1435001) */ #version 120 void main() { float[pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec4(0.011900008, -0.0038000117, 1.4742, -0.75390005)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec4(3.2648001, 4.777, -3.5847001, 0.87780011)), 2) <= 4.9841051e-09 ? 1 : -1] array0; float[pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec4(3.3218, 4.7337999, -1.6945, 0.18760005)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec4(-3.3072002, -5.1578002, 1.0351, 1.472)), 2) <= 7.7128446e-09 ? 1 : -1] array1; float[pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec4(1.2142, 2.8311999, -0.72219998, 1.9753)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec4(-3.6293001, -0.37639996, 0.41660002, 0.47350001)), 2) <= 2.7624607e-09 ? 1 : -1] array2; float[pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec4(-2.0379, 3.4988, -0.59540004, 3.2899001)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec4(1.6893001, -3.9774001, 0.59260005, -3.1435001)), 2) <= 5.6478795e-09 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |