Results for spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x3.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.356304883957
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x3.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x3.vert: 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 vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x3.vert: 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:
 * transpose(mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5)) => mat3x2(-0.46000001, 1.9400001, -0.44999999, -0.75, 1.03, -0.5)
 * transpose(mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001)) => mat3x2(1.38, -1.08, -1.27, 1.83, 1.0, -0.74000001)
 */
#version 120

void main()
{
  float[pow(distance(transpose(mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[0], vec2(-0.46000001, 1.9400001)), 2) + pow(distance(transpose(mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[1], vec2(-0.44999999, -0.75)), 2) + pow(distance(transpose(mat2x3(-0.46000001, -0.44999999, 1.03, 1.9400001, -0.75, -0.5))[2], vec2(1.03, -0.5)), 2) <= 6.0510996e-10 ? 1 : -1] array0;
  float[pow(distance(transpose(mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[0], vec2(1.38, -1.08)), 2) + pow(distance(transpose(mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[1], vec2(-1.27, 1.83)), 2) + pow(distance(transpose(mat2x3(1.38, -1.27, 1.0, -1.08, 1.83, -0.74000001))[2], vec2(1.0, -0.74000001)), 2) <= 9.5802e-10 ? 1 : -1] array1;
  gl_Position = vec4(array0.length() + array1.length());
}

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