Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.238647937775 |
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-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-mat3x4-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: * (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) * vec3(-0.029999999, -0.85000002, -0.94)) => vec4(0.43460003, 1.3874, -0.033299994, -2.3234999) * (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) * vec3(1.67, 0.66000003, 1.87)) => vec4(2.3086998, 1.9323997, -2.5797, 4.8695998) * (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) * vec3(-0.029999999, -0.85000002, -0.94)) => vec4(-0.4479, -0.45249987, 0.36919999, -1.0118999) * (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) * vec3(1.67, 0.66000003, 1.87)) => vec4(-1.9715, 2.0298998, -0.69459999, 3.451) */ #version 120 void main() { float[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) * vec3(-0.029999999, -0.85000002, -0.94)), vec4(0.43460003, 1.3874, -0.033299994, -2.3234999)) <= 2.7410795e-05 ? 1 : -1] array0; float[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) * vec3(1.67, 0.66000003, 1.87)), vec4(2.3086998, 1.9323997, -2.5797, 4.8695998)) <= 6.2794999e-05 ? 1 : -1] array1; float[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) * vec3(-0.029999999, -0.85000002, -0.94)), vec4(-0.4479, -0.45249987, 0.36919999, -1.0118999)) <= 1.2512476e-05 ? 1 : -1] array2; float[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) * vec3(1.67, 0.66000003, 1.87)), vec4(-1.9715, 2.0298998, -0.69459999, 3.451)) <= 4.5165449e-05 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |