Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.287105083466 |
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-mat4.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-mat4.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) * mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003)) => vec4(3.4862001, -1.0213999, -1.3490998, -6.5370998) * (vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999)) => vec4(4.3199, -1.3765999, 1.1684999, -0.30640015) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003)) => vec4(-1.1114, -0.17090003, -0.22710007, 2.2516) * (vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999)) => vec4(-0.82950002, 0.86649996, 0.17050003, -0.92480004) */ #version 120 void main() { float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003)), vec4(3.4862001, -1.0213999, -1.3490998, -6.5370998)) <= 7.5993812e-05 ? 1 : -1] array0; float[distance((vec4(-1.65, 1.33, 1.9299999, 0.75999999) * mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999)), vec4(4.3199, -1.3765999, 1.1684999, -0.30640015)) <= 4.6921039e-05 ? 1 : -1] array1; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003)), vec4(-1.1114, -0.17090003, -0.22710007, 2.2516)) <= 2.526993e-05 ? 1 : -1] array2; float[distance((vec4(0.80000001, -0.15000001, -0.50999999, 0.0) * mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999)), vec4(-0.82950002, 0.86649996, 0.17050003, -0.92480004)) <= 1.5242105e-05 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |