Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.366433143616 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat3.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-mat3.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(mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999)) => mat3(-1.11, 1.67, -0.41, 0.13, 1.09, -0.02, 0.56, 0.94999999, 0.23999999) * transpose(mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47)) => mat3(-1.6900001, -0.46000001, -0.18000001, -1.09, 1.75, 2.0, -1.53, -0.69999999, -1.47) */ #version 120 void main() { float[pow(distance(transpose(mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[0], vec3(-1.11, 1.67, -0.41)), 2) + pow(distance(transpose(mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[1], vec3(0.13, 1.09, -0.02)), 2) + pow(distance(transpose(mat3(-1.11, 0.13, 0.56, 1.67, 1.09, 0.94999999, -0.41, -0.02, 0.23999999))[2], vec3(0.56, 0.94999999, 0.23999999)), 2) <= 6.6681988e-10 ? 1 : -1] array0; float[pow(distance(transpose(mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[0], vec3(-1.6900001, -0.46000001, -0.18000001)), 2) + pow(distance(transpose(mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[1], vec3(-1.09, 1.75, 2.0)), 2) + pow(distance(transpose(mat3(-1.6900001, -1.09, -1.53, -0.46000001, 1.75, -0.69999999, -0.18000001, 2.0, -1.47))[2], vec3(-1.53, -0.69999999, -1.47)), 2) <= 1.63425e-09 ? 1 : -1] array1; gl_Position = vec4(array0.length() + array1.length()); } |