Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.275012016296 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-float-mat2x4.frag pass 1.20 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-float-mat2x4.frag: 0(18) : error C1307: non constant expression for array size 0(19) : error C1307: non constant expression for array size 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 Output: Shader source: /* [config] * expect_result: pass * glsl_version: 1.20 * [end config] * * Check that the following test vectors are constant folded correctly: * (0.0 - 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) * (0.0 - 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) * (-1.33 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(-1.49, -0.53000003, 0.40999997, -1.3100001, 0.36000001, -1.9200001, 0.099999905, -0.12) * (-1.33 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(-0.31000006, 0.30999994, 0.25999999, -1.6300001, -2.0700002, -1.2, -1.8000001, -2.46) * (0.85000002 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat2x4(0.69000006, 1.6500001, 2.5900002, 0.87, 2.54, 0.26000005, 2.28, 2.0599999) * (0.85000002 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat2x4(1.87, 2.49, 2.4400001, 0.55000001, 0.11000001, 0.98000002, 0.38000003, -0.27999997) */ #version 120 void main() { float[pow(distance((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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; float[pow(distance((-1.33 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(-1.49, -0.53000003, 0.40999997, -1.3100001)), 2) + pow(distance((-1.33 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(0.36000001, -1.9200001, 0.099999905, -0.12)), 2) <= 8.2256008e-10 ? 1 : -1] array2; float[pow(distance((-1.33 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(-0.31000006, 0.30999994, 0.25999999, -1.6300001)), 2) + pow(distance((-1.33 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(-2.0700002, -1.2, -1.8000001, -2.46)), 2) <= 1.7933203e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec4(0.69000006, 1.6500001, 2.5900002, 0.87)), 2) + pow(distance((0.85000002 - mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec4(2.54, 0.26000005, 2.28, 2.0599999)), 2) <= 2.66248e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec4(1.87, 2.49, 2.4400001, 0.55000001)), 2) + pow(distance((0.85000002 - mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec4(0.11000001, 0.98000002, 0.38000003, -0.27999997)), 2) <= 1.7148402e-09 ? 1 : -1] array5; gl_FragColor = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |