Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-vec2-mat3x2.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.247895956039
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-vec2-mat3x2.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-vec2-mat3x2.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-vec2-mat3x2.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:
 * (vec2(-0.1, -1.2) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => vec3(1.4190001, -0.226, -1.4210001)
 * (vec2(-0.1, -1.2) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => vec3(0.67199999, -0.94800001, 2.2079999)
 * (vec2(-0.41999999, 0.47999999) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => vec3(-0.60900003, -0.50759995, -0.0065999748)
 * (vec2(-0.41999999, 0.47999999) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => vec3(-0.10319998, 0.87599999, -0.60719997)
 */
#version 120

void main()
{
  float[distance((vec2(-0.1, -1.2) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)), vec3(1.4190001, -0.226, -1.4210001)) <= 2.0208608e-05 ? 1 : -1] array0;
  float[distance((vec2(-0.1, -1.2) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)), vec3(0.67199999, -0.94800001, 2.2079999)) <= 2.4951056e-05 ? 1 : -1] array1;
  float[distance((vec2(-0.41999999, 0.47999999) * mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)), vec3(-0.60900003, -0.50759995, -0.0065999748)) <= 7.9283182e-06 ? 1 : -1] array2;
  float[distance((vec2(-0.41999999, 0.47999999) * mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)), vec3(-0.10319998, 0.87599999, -0.60719997)) <= 1.0708492e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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