Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat4x3-vec4.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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