Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.208006858826 |
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-mat4x3.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-vec3-mat4x3.frag: 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) * 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(1.8916, 1.73, -2.8710001, -1.5868001) * (vec3(-0.029999999, -0.85000002, -0.94) * 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(1.4907, -0.2674, -0.034899913, -0.25520003) * (vec3(1.67, 0.66000003, 1.87) * 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(-4.0226002, -5.0864997, 1.9254001, 1.0459001) * (vec3(1.67, 0.66000003, 1.87) * 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(-3.5162001, -0.25600001, 5.1180997, 0.27050018) */ #version 120 void main() { float[distance((vec3(-0.029999999, -0.85000002, -0.94) * 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(1.8916, 1.73, -2.8710001, -1.5868001)) <= 4.1631269e-05 ? 1 : -1] array0; float[distance((vec3(-0.029999999, -0.85000002, -0.94) * 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(1.4907, -0.2674, -0.034899913, -0.25520003)) <= 1.5362404e-05 ? 1 : -1] array1; float[distance((vec3(1.67, 0.66000003, 1.87) * 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(-4.0226002, -5.0864997, 1.9254001, 1.0459001)) <= 6.8450616e-05 ? 1 : -1] array2; float[distance((vec3(1.67, 0.66000003, 1.87) * 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(-3.5162001, -0.25600001, 5.1180997, 0.27050018)) <= 6.2207168e-05 ? 1 : -1] array3; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |