Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.232164144516 |
| 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-vec3-mat2x3.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-vec3-mat2x3.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:
* (vec3(-0.029999999, -0.85000002, -0.94) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => vec2(-0.57189995, 1.0493001)
* (vec3(-0.029999999, -0.85000002, -0.94) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => vec2(0.098100014, -0.82750005)
* (vec3(1.67, 0.66000003, 1.87) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => vec2(0.86089993, 1.8098)
* (vec3(1.67, 0.66000003, 1.87) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => vec2(3.3364, -1.9796)
*/
#version 120
void main()
{
float[distance((vec3(-0.029999999, -0.85000002, -0.94) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)), vec2(-0.57189995, 1.0493001)) <= 1.1950314e-05 ? 1 : -1] array0;
float[distance((vec3(-0.029999999, -0.85000002, -0.94) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)), vec2(0.098100014, -0.82750005)) <= 8.332946e-06 ? 1 : -1] array1;
float[distance((vec3(1.67, 0.66000003, 1.87) * mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)), vec2(0.86089993, 1.8098)) <= 2.0041271e-05 ? 1 : -1] array2;
float[distance((vec3(1.67, 0.66000003, 1.87) * mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)), vec2(3.3364, -1.9796)) <= 3.879482e-05 ? 1 : -1] array3;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}
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