Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.301560878754 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-selection-bool-mat2-mat2.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-selection-bool-mat2-mat2.vert: 0(20) : error C1307: non constant expression for array size
0(21) : error C1307: non constant expression for array size
0(22) : error C1307: non constant expression for array size
0(23) : error C1307: non constant expression for array size
0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
0(26) : error C1307: non constant expression for array size
0(27) : 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:
* (false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.6, 1.53, 0.75999999, -1.0)
* (false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0.13, -1.4, -0.87, 1.4)
* (false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.6, 1.53, 0.75999999, -1.0)
* (false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0.13, -1.4, -0.87, 1.4)
* (true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(1.6, 1.53, 0.75999999, -1.0)
* (true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(1.6, 1.53, 0.75999999, -1.0)
* (true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-0.13, -1.4, -0.87, 1.4)
* (true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(-0.13, -1.4, -0.87, 1.4)
*/
#version 120
void main()
{
float[pow(distance((false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.6, 1.53)), 2) + pow(distance((false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.75999999, -1.0)), 2) <= 6.4784994e-10 ? 1 : -1] array0;
float[pow(distance((false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0.13, -1.4)), 2) + pow(distance((false ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.87, 1.4)), 2) <= 4.6938003e-10 ? 1 : -1] array1;
float[pow(distance((false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.6, 1.53)), 2) + pow(distance((false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.75999999, -1.0)), 2) <= 6.4784994e-10 ? 1 : -1] array2;
float[pow(distance((false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0.13, -1.4)), 2) + pow(distance((false ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.87, 1.4)), 2) <= 4.6938003e-10 ? 1 : -1] array3;
float[pow(distance((true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(1.6, 1.53)), 2) + pow(distance((true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.75999999, -1.0)), 2) <= 6.4784994e-10 ? 1 : -1] array4;
float[pow(distance((true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(1.6, 1.53)), 2) + pow(distance((true ? mat2(1.6, 1.53, 0.75999999, -1.0) : mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(0.75999999, -1.0)), 2) <= 6.4784994e-10 ? 1 : -1] array5;
float[pow(distance((true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(-0.13, -1.4)), 2) + pow(distance((true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-0.87, 1.4)), 2) <= 4.6938003e-10 ? 1 : -1] array6;
float[pow(distance((true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(-0.13, -1.4)), 2) + pow(distance((true ? mat2(-0.13, -1.4, -0.87, 1.4) : mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(-0.87, 1.4)), 2) <= 4.6938003e-10 ? 1 : -1] array7;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length());
}
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