Results for spec/glsl-1.20/compiler/built-in-functions/op-neg-mat3x4.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.270623922348
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-mat3x4.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-neg-mat3x4.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-mat3x4.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:
 * (- 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)) => 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)
 * (- 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)) => 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)
 */
#version 120

void main()
{
  float[pow(distance((- 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))[0], vec4(-1.42, -1.8, 1.88, -1.37)), 2) + pow(distance((- 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))[1], vec4(0.86000001, 1.74, 0.37, -1.9)), 2) + pow(distance((- 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))[2], vec4(-0.27000001, -0.039999999, -0.43000001, -0.70999998)), 2) <= 1.8945301e-09 ? 1 : -1] array0;
  float[pow(distance((- 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))[0], vec4(1.72, 0.31, -0.14, -0.40000001)), 2) + pow(distance((- 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))[1], vec4(-0.090000004, 1.58, -0.18000001, 0.76999998)), 2) + pow(distance((- 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))[2], vec4(-0.44999999, -1.92, 0.56, -1.76)), 2) <= 1.3664e-09 ? 1 : -1] array1;
  gl_Position = vec4(array0.length() + array1.length());
}

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