Results for spec/glsl-1.20/compiler/built-in-functions/op-neg-mat2x4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.307708024979
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-neg-mat2x4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-neg-mat2x4.vert: 0(14) : error C1307: non constant expression for array size
  • 0(15) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-neg-mat2x4.vert: 0(14) : error C1307: non constant expression for array size
0(15) : 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:
 * (- mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-0.16, 0.80000001, 1.74, 0.02, 1.6900001, -0.58999997, 1.4299999, 1.21)
 * (- mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(1.02, 1.64, 1.59, -0.30000001, -0.74000001, 0.13, -0.47, -1.13)
 */
#version 120

void main()
{
  float[pow(distance((- mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-0.16, 0.80000001, 1.74, 0.02)), 2) + pow(distance((- mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(1.6900001, -0.58999997, 1.4299999, 1.21)), 2) <= 1.0406801e-09 ? 1 : -1] array0;
  float[pow(distance((- mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(1.02, 1.64, 1.59, -0.30000001)), 2) + pow(distance((- mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-0.74000001, 0.13, -0.47, -1.13)), 2) <= 8.4104002e-10 ? 1 : -1] array1;
  gl_Position = vec4(array0.length() + array1.length());
}

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