Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-vec3-mat3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.252646923065
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-mat3.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-vec3-mat3.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-vec3-mat3.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) * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => vec3(-0.60360003, -1.8696001, -0.1963)
 * (vec3(-0.029999999, -0.85000002, -0.94) * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => vec3(2.4154, -0.81570005, -0.31280002)
 * (vec3(1.67, 0.66000003, 1.87) * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => vec3(-0.72069997, 5.2848001, -0.24909998)
 * (vec3(1.67, 0.66000003, 1.87) * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => vec3(-6.4028001, -0.9221999, -1.7295001)
 */
#version 120

void main()
{
  float[distance((vec3(-0.029999999, -0.85000002, -0.94) * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)), vec3(-0.60360003, -1.8696001, -0.1963)) <= 1.974404e-05 ? 1 : -1] array0;
  float[distance((vec3(-0.029999999, -0.85000002, -0.94) * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)), vec3(2.4154, -0.81570005, -0.31280002)) <= 2.5685342e-05 ? 1 : -1] array1;
  float[distance((vec3(1.67, 0.66000003, 1.87) * mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)), vec3(-0.72069997, 5.2848001, -0.24909998)) <= 5.3395292e-05 ? 1 : -1] array2;
  float[distance((vec3(1.67, 0.66000003, 1.87) * mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)), vec3(-6.4028001, -0.9221999, -1.7295001)) <= 6.6960791e-05 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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