Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-vec3-mat4x3.frag

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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