Results for spec/glsl-1.20/compiler/built-in-functions/op-sub-mat2x3-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.254576921463
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-mat2x3-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-mat2x3-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
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-sub-mat2x3-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:
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.0) => mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - -1.33) => mat2x3(0.87, 0.88000005, 2.3600001, 3.27, 0.58000004, 0.83000004)
 * (mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.85000002) => mat2x3(-1.3100001, -1.3, 0.17999995, 1.09, -1.6, -1.35)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.0) => mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - -1.33) => mat2x3(2.71, 0.060000062, 2.3299999, 0.25, 3.1600001, 0.59000003)
 * (mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.85000002) => mat2x3(0.52999997, -2.1199999, 0.14999998, -1.9300001, 0.98000002, -1.59)
 */
#version 120

void main()
{
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.0)[0], vec3(-0.46000001, -0.44999999, 1.03)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.0)[1], vec3(1.9400001, -0.75, -0.5)), 2) <= 6.0510996e-10 ? 1 : -1] array0;
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - -1.33)[0], vec3(0.87, 0.88000005, 2.3600001)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - -1.33)[1], vec3(3.27, 0.58000004, 0.83000004)), 2) <= 1.8819097e-09 ? 1 : -1] array1;
  float[pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.85000002)[0], vec3(-1.3100001, -1.3, 0.17999995)), 2) + pow(distance((mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5) - 0.85000002)[1], vec3(1.09, -1.6, -1.35)), 2) <= 9.0091007e-10 ? 1 : -1] array2;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.0)[0], vec3(1.38, -1.27, 1.0)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.0)[1], vec3(-1.08, 1.83, -0.74000001)), 2) <= 9.5802e-10 ? 1 : -1] array3;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - -1.33)[0], vec3(2.71, 0.060000062, 2.3299999)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - -1.33)[1], vec3(0.25, 3.1600001, 0.59000003)), 2) <= 2.3172801e-09 ? 1 : -1] array4;
  float[pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.85000002)[0], vec3(0.52999997, -2.1199999, 0.14999998)), 2) + pow(distance((mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001) - 0.85000002)[1], vec3(-1.9300001, 0.98000002, -1.59)), 2) <= 1.2011201e-09 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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