Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.259968042374 |
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-mat4-vec4.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat4-vec4.frag: 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: * (mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(0.19449987, -2.1954999, -4.6950998, -3.1317999) * (mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-0.16669999, 1.0782, 0.88739997, 0.27429995) * (mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec4(3.0872998, -3.4797001, 1.6557999, -0.53949994) * (mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec4(-0.92369998, 1.0679001, -0.036499955, 0.25329998) */ #version 120 void main() { float[distance((mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(0.19449987, -2.1954999, -4.6950998, -3.1317999)) <= 6.0588929e-05 ? 1 : -1] array0; float[distance((mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-0.16669999, 1.0782, 0.88739997, 0.27429995)) <= 1.4328375e-05 ? 1 : -1] array1; float[distance((mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec4(3.0872998, -3.4797001, 1.6557999, -0.53949994)) <= 4.9671384e-05 ? 1 : -1] array2; float[distance((mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec4(-0.92369998, 1.0679001, -0.036499955, 0.25329998)) <= 1.4349653e-05 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |