Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.250726938248 |
| 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-mat2-float.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-mat2-float.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:
* (mat2(1.6, 1.53, 0.75999999, -1.0) - 0.0) => mat2(1.6, 1.53, 0.75999999, -1.0)
* (mat2(1.6, 1.53, 0.75999999, -1.0) - -1.33) => mat2(2.9300001, 2.8600001, 2.0900002, 0.33000004)
* (mat2(1.6, 1.53, 0.75999999, -1.0) - 0.85000002) => mat2(0.75, 0.67999995, -0.090000033, -1.85)
* (mat2(-0.13, -1.4, -0.87, 1.4) - 0.0) => mat2(-0.13, -1.4, -0.87, 1.4)
* (mat2(-0.13, -1.4, -0.87, 1.4) - -1.33) => mat2(1.2, -0.069999933, 0.46000004, 2.73)
* (mat2(-0.13, -1.4, -0.87, 1.4) - 0.85000002) => mat2(-0.98000002, -2.25, -1.72, 0.54999995)
*/
#version 120
void main()
{
float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - 0.0)[0], vec2(1.6, 1.53)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - 0.0)[1], vec2(0.75999999, -1.0)), 2) <= 6.4784994e-10 ? 1 : -1] array0;
float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - -1.33)[0], vec2(2.9300001, 2.8600001)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - -1.33)[1], vec2(2.0900002, 0.33000004)), 2) <= 2.1241504e-09 ? 1 : -1] array1;
float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - 0.85000002)[0], vec2(0.75, 0.67999995)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - 0.85000002)[1], vec2(-0.090000033, -1.85)), 2) <= 4.4554999e-10 ? 1 : -1] array2;
float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - 0.0)[0], vec2(-0.13, -1.4)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - 0.0)[1], vec2(-0.87, 1.4)), 2) <= 4.6938003e-10 ? 1 : -1] array3;
float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - -1.33)[0], vec2(1.2, -0.069999933)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - -1.33)[1], vec2(0.46000004, 2.73)), 2) <= 9.1093993e-10 ? 1 : -1] array4;
float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - 0.85000002)[0], vec2(-0.98000002, -2.25)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - 0.85000002)[1], vec2(-1.72, 0.54999995)), 2) <= 9.2838004e-10 ? 1 : -1] array5;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}
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