Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat4x2-mat3x4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.234691143036
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-mat4x2-mat3x4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat4x2-mat3x4.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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat4x2-mat3x4.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:
 * (mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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)) => mat3x2(0.37189984, -6.9218998, 0.89249998, 0.68090004, 1.2637, -1.3385999)
 * (mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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)) => mat3x2(-2.4700999, 1.8974, 1.1828001, 3.5049, -0.16550007, -6.2379999)
 * (mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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)) => mat3x2(1.4534, 2.2063999, 4.1090999, 0.84299994, 1.7165999, 0.8707)
 * (mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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)) => mat3x2(-2.1336999, -0.5309, 1.5693001, -1.0811, 0.39250007, 2.3148999)
 */
#version 120

void main()
{
  float[pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[0], vec2(0.37189984, -6.9218998)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[1], vec2(0.89249998, 0.68090004)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[2], vec2(1.2637, -1.3385999)), 2) <= 5.2699973e-09 ? 1 : -1] array0;
  float[pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[0], vec2(-2.4700999, 1.8974)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[1], vec2(1.1828001, 3.5049)), 2) + pow(distance((mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51) * 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))[2], vec2(-0.16550007, -6.2379999)), 2) <= 6.2324896e-09 ? 1 : -1] array1;
  float[pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[0], vec2(1.4534, 2.2063999)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[1], vec2(4.1090999, 0.84299994)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[2], vec2(1.7165999, 0.8707)), 2) <= 2.8280753e-09 ? 1 : -1] array2;
  float[pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[0], vec2(-2.1336999, -0.5309)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[1], vec2(1.5693001, -1.0811)), 2) + pow(distance((mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94) * 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))[2], vec2(0.39250007, 2.3148999)), 2) <= 1.3978829e-09 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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