Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.254864931107 |
| 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-mat4x2.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-neg-mat4x2.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:
* (- mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(-1.8099999, 1.16, 0.87, 1.52, -0.81, -0.25, -0.64999998, 1.51)
* (- mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-1.9299999, -0.49000001, 1.63, -0.27000001, -0.28999999, -0.14, -1.6, -0.94)
*/
#version 120
void main()
{
float[pow(distance((- mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(-1.8099999, 1.16)), 2) + pow(distance((- mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(0.87, 1.52)), 2) + pow(distance((- mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(-0.81, -0.25)), 2) + pow(distance((- mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(-0.64999998, 1.51)), 2) <= 1.1110199e-09 ? 1 : -1] array0;
float[pow(distance((- mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-1.9299999, -0.49000001)), 2) + pow(distance((- mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(1.63, -0.27000001)), 2) + pow(distance((- mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(-0.28999999, -0.14)), 2) + pow(distance((- mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-1.6, -0.94)), 2) <= 1.0242101e-09 ? 1 : -1] array1;
gl_Position = vec4(array0.length() + array1.length());
}
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