Results for spec/glsl-1.20/compiler/built-in-functions/op-uplus-mat3x2.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.36104798317
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-uplus-mat3x2.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-uplus-mat3x2.frag: 0(14) : error C1307: non constant expression for array size
  • 0(15) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-uplus-mat3x2.frag: 0(14) : error C1307: non constant expression for array size
0(15) : 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:
 * (+ mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)) => mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08)
 * (+ mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)) => mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79)
 */
#version 120

void main()
{
  float[pow(distance((+ mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[0], vec2(0.090000004, -1.1900001)), 2) + pow(distance((+ mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[1], vec2(1.3, 0.079999998)), 2) + pow(distance((+ mat3x2(0.090000004, -1.1900001, 1.3, 0.079999998, 1.25, 1.08))[2], vec2(1.25, 1.08)), 2) <= 5.8495009e-10 ? 1 : -1] array0;
  float[pow(distance((+ mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[0], vec2(-0.36000001, -0.52999997)), 2) + pow(distance((+ mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[1], vec2(-1.08, 0.88)), 2) + pow(distance((+ mat3x2(-0.36000001, -0.52999997, -1.08, 0.88, -0.60000002, -1.79))[2], vec2(-0.60000002, -1.79)), 2) <= 5.9153998e-10 ? 1 : -1] array1;
  gl_FragColor = vec4(array0.length() + array1.length());
}

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