Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.286422014236 |
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-vec4-mat2x4.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-vec4-mat2x4.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: * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => vec2(-4.7013998, -0.1062998) * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => vec2(-3.3389001, 0.37199995) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => vec2(1.1353999, -0.71120012) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => vec2(0.24090001, 0.37180004) */ #version 120 void main() { float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)), vec2(-4.7013998, -0.1062998)) <= 4.7026013e-05 ? 1 : -1] array0; float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)), vec2(-3.3389001, 0.37199995)) <= 3.3595592e-05 ? 1 : -1] array1; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)), vec2(1.1353999, -0.71120012)) <= 1.3397533e-05 ? 1 : -1] array2; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)), vec2(0.24090001, 0.37180004)) <= 4.4302155e-06 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |