Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.246477842331 |
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-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-sub-mat2-mat2.vert: 0(16) : error C1307: non constant expression for array size 0(17) : error C1307: non constant expression for array size 0(18) : error C1307: non constant expression for array size 0(19) : 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) - mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(0.0, 0.0, 0.0, 0.0) * (mat2(1.6, 1.53, 0.75999999, -1.0) - mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(1.73, 2.9299998, 1.63, -2.4000001) * (mat2(-0.13, -1.4, -0.87, 1.4) - mat2(1.6, 1.53, 0.75999999, -1.0)) => mat2(-1.73, -2.9299998, -1.63, 2.4000001) * (mat2(-0.13, -1.4, -0.87, 1.4) - mat2(-0.13, -1.4, -0.87, 1.4)) => mat2(0.0, 0.0, 0.0, 0.0) */ #version 120 void main() { float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(0.0, 0.0)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0; float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(1.73, 2.9299998)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) - mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(1.63, -2.4000001)), 2) <= 1.9994701e-09 ? 1 : -1] array1; float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - mat2(1.6, 1.53, 0.75999999, -1.0))[0], vec2(-1.73, -2.9299998)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - mat2(1.6, 1.53, 0.75999999, -1.0))[1], vec2(-1.63, 2.4000001)), 2) <= 1.9994701e-09 ? 1 : -1] array2; float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - mat2(-0.13, -1.4, -0.87, 1.4))[0], vec2(0.0, 0.0)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) - mat2(-0.13, -1.4, -0.87, 1.4))[1], vec2(0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array3; gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length()); } |