Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.204352140427 |
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-mat3x4.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-sub-float-mat3x4.vert: 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 - 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) * (0.0 - 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) * (-1.33 - 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(-2.75, -3.1300001, 0.54999995, -2.7, -0.47000003, 0.40999997, -0.96000004, -3.23, -1.6, -1.37, -1.76, -2.04) * (-1.33 - 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(0.38999999, -1.02, -1.47, -1.73, -1.4200001, 0.25, -1.51, -0.56000006, -1.78, -3.25, -0.77000004, -3.0900002) * (0.85000002 - 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(-0.56999993, -0.94999993, 2.73, -0.51999998, 1.71, 2.5900002, 1.22, -1.05, 0.58000004, 0.81, 0.42000002, 0.14000005) * (0.85000002 - 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(2.5700002, 1.1600001, 0.71000004, 0.45000002, 0.75999999, 2.4300001, 0.67000002, 1.62, 0.40000004, -1.0699999, 1.4100001, -0.90999997) */ #version 120 void main() { float[pow(distance((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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; float[pow(distance((-1.33 - 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(-2.75, -3.1300001, 0.54999995, -2.7)), 2) + pow(distance((-1.33 - 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(-0.47000003, 0.40999997, -0.96000004, -3.23)), 2) + pow(distance((-1.33 - 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(-1.6, -1.37, -1.76, -2.04)), 2) <= 4.8391495e-09 ? 1 : -1] array2; float[pow(distance((-1.33 - 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(0.38999999, -1.02, -1.47, -1.73)), 2) + pow(distance((-1.33 - 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(-1.4200001, 0.25, -1.51, -0.56000006)), 2) + pow(distance((-1.33 - 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(-1.78, -3.25, -0.77000004, -3.0900002)), 2) <= 3.4890801e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 - 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(-0.56999993, -0.94999993, 2.73, -0.51999998)), 2) + pow(distance((0.85000002 - 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(1.71, 2.5900002, 1.22, -1.05)), 2) + pow(distance((0.85000002 - 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(0.58000004, 0.81, 0.42000002, 0.14000005)), 2) <= 2.2362299e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 - 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(2.5700002, 1.1600001, 0.71000004, 0.45000002)), 2) + pow(distance((0.85000002 - 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(0.75999999, 2.4300001, 0.67000002, 1.62)), 2) + pow(distance((0.85000002 - 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(0.40000004, -1.0699999, 1.4100001, -0.90999997)), 2) <= 2.2333999e-09 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |