Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.234778165817 |
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-vec4.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-mat4x3-vec4.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: * (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) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec3(-4.2023997, 3.7863998, 4.7605) * (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) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec3(0.71009994, -0.8017, -2.1891999) * (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) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)) => vec3(3.5801001, -3.5493, 6.3681998) * (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) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)) => vec3(-1.3582, 0.68870002, -1.9097) */ #version 120 void main() { float[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) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec3(-4.2023997, 3.7863998, 4.7605)) <= 7.3931958e-05 ? 1 : -1] array0; float[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) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec3(0.71009994, -0.8017, -2.1891999)) <= 2.4371215e-05 ? 1 : -1] array1; float[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) * vec4(-1.65, 1.33, 1.9299999, 0.75999999)), vec3(3.5801001, -3.5493, 6.3681998)) <= 8.1221064e-05 ? 1 : -1] array2; float[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) * vec4(0.80000001, -0.15000001, -0.50999999, 0.0)), vec3(-1.3582, 0.68870002, -1.9097)) <= 2.4425333e-05 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |