Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.294391870499 |
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-mat4x3-mat2x4.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-mat4x3-mat2x4.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: * (mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x3(3.5165999, -2.1742001, -2.3440001, 1.8036, -4.3958001, -0.17779967) * (mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x3(4.7445002, -0.68750006, 1.1912999, -0.81870002, 2.7397001, -0.35810006) * (mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x3(-3.362, 2.7390001, -2.9208, -0.84079993, 4.9594002, -1.9914) * (mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x3(-2.7219002, 1.8056002, -0.37240008, -0.58889991, -2.6656001, 1.5429001) */ #version 120 void main() { float[pow(distance((mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec3(3.5165999, -2.1742001, -2.3440001)), 2) + pow(distance((mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec3(1.8036, -4.3958001, -0.17779967)), 2) <= 4.5195598e-09 ? 1 : -1] array0; float[pow(distance((mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec3(4.7445002, -0.68750006, 1.1912999)), 2) + pow(distance((mat4x3(-0.27000001, -0.17, -1.85, -1.38, -0.56, -1.29, -1.41, 1.47, 1.77, -0.12, 1.86, 0.0099999998) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec3(-0.81870002, 2.7397001, -0.35810006)), 2) <= 3.2706593e-09 ? 1 : -1] array1; float[pow(distance((mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec3(-3.362, 2.7390001, -2.9208)), 2) + pow(distance((mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec3(-0.84079993, 4.9594002, -1.9914)), 2) <= 5.6604512e-09 ? 1 : -1] array2; float[pow(distance((mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec3(-2.7219002, 1.8056002, -0.37240008)), 2) + pow(distance((mat4x3(-0.47, -0.2, -1.39, -0.15000001, 0.52999997, -0.19, 1.97, -1.8200001, 1.62, -1.05, -1.41, 1.58) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec3(-0.58889991, -2.6656001, 1.5429001)), 2) <= 2.0640383e-09 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |