Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.283384799957 |
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-mat3x4.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-mat3x4.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) * mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => vec3(-2.5361998, -0.16530012, 0.97719997) * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => vec3(2.9999001, -2.4877, 2.0678999) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)) => vec3(1.8248, -0.23830001, -0.0092999879) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)) => vec3(-1.4009, 0.21720001, 0.35759997) */ #version 120 void main() { float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)), vec3(-2.5361998, -0.16530012, 0.97719997)) <= 2.7229678e-05 ? 1 : -1] array0; float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)), vec3(2.9999001, -2.4877, 2.0678999)) <= 4.4118318e-05 ? 1 : -1] array1; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998)), vec3(1.8248, -0.23830001, -0.0092999879)) <= 1.8403174e-05 ? 1 : -1] array2; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76)), vec3(-1.4009, 0.21720001, 0.35759997)) <= 1.4620446e-05 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |