Results for spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x4.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.415124893188
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x4.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat2x4.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/transpose-mat2x4.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:
 * transpose(mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21)) => mat4x2(0.16, -1.6900001, -0.80000001, 0.58999997, -1.74, -1.4299999, -0.02, -1.21)
 * transpose(mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13)) => mat4x2(-1.02, 0.74000001, -1.64, -0.13, -1.59, 0.47, 0.30000001, 1.13)
 */
#version 120

void main()
{
  float[pow(distance(transpose(mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[0], vec2(0.16, -1.6900001)), 2) + pow(distance(transpose(mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[1], vec2(-0.80000001, 0.58999997)), 2) + pow(distance(transpose(mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[2], vec2(-1.74, -1.4299999)), 2) + pow(distance(transpose(mat2x4(0.16, -0.80000001, -1.74, -0.02, -1.6900001, 0.58999997, -1.4299999, -1.21))[3], vec2(-0.02, -1.21)), 2) <= 1.0406801e-09 ? 1 : -1] array0;
  float[pow(distance(transpose(mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[0], vec2(-1.02, 0.74000001)), 2) + pow(distance(transpose(mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[1], vec2(-1.64, -0.13)), 2) + pow(distance(transpose(mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[2], vec2(-1.59, 0.47)), 2) + pow(distance(transpose(mat2x4(-1.02, -1.64, -1.59, 0.30000001, 0.74000001, -0.13, 0.47, 1.13))[3], vec2(0.30000001, 1.13)), 2) <= 8.4104002e-10 ? 1 : -1] array1;
  gl_FragColor = vec4(array0.length() + array1.length());
}

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