Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.265210151672 |
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-mat4x2.vert pass 1.20 |
errors |
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info | Returncode: 1 Errors: Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-float-mat4x2.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 - 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) * (0.0 - 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) * (-1.33 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(-3.1399999, -0.17000008, -0.46000004, 0.18999994, -2.1400001, -1.58, -1.98, 0.17999995) * (-1.33 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-3.26, -1.8200001, 0.29999995, -1.6, -1.62, -1.47, -2.9300001, -2.27) * (0.85000002 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat4x2(-0.95999992, 2.01, 1.72, 2.3699999, 0.040000021, 0.60000002, 0.20000005, 2.3600001) * (0.85000002 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat4x2(-1.0799999, 0.36000001, 2.48, 0.58000004, 0.56000006, 0.71000004, -0.75, -0.089999974) */ #version 120 void main() { float[pow(distance((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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((0.0 - 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; float[pow(distance((-1.33 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(-3.1399999, -0.17000008)), 2) + pow(distance((-1.33 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(-0.46000004, 0.18999994)), 2) + pow(distance((-1.33 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(-2.1400001, -1.58)), 2) + pow(distance((-1.33 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(-1.98, 0.17999995)), 2) <= 2.1165001e-09 ? 1 : -1] array2; float[pow(distance((-1.33 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-3.26, -1.8200001)), 2) + pow(distance((-1.33 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(0.29999995, -1.6)), 2) + pow(distance((-1.33 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(-1.62, -1.47)), 2) + pow(distance((-1.33 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-2.9300001, -2.27)), 2) <= 3.5113106e-09 ? 1 : -1] array3; float[pow(distance((0.85000002 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec2(-0.95999992, 2.01)), 2) + pow(distance((0.85000002 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec2(1.72, 2.3699999)), 2) + pow(distance((0.85000002 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[2], vec2(0.040000021, 0.60000002)), 2) + pow(distance((0.85000002 - mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[3], vec2(0.20000005, 2.3600001)), 2) <= 1.9508197e-09 ? 1 : -1] array4; float[pow(distance((0.85000002 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec2(-1.0799999, 0.36000001)), 2) + pow(distance((0.85000002 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec2(2.48, 0.58000004)), 2) + pow(distance((0.85000002 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[2], vec2(0.56000006, 0.71000004)), 2) + pow(distance((0.85000002 - mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[3], vec2(-0.75, -0.089999974)), 2) <= 9.1710994e-10 ? 1 : -1] array5; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length()); } |