Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.363633155823 |
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.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/transpose-mat2x4.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(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_Position = vec4(array0.length() + array1.length()); } |