Results for spec/glsl-1.20/compiler/built-in-functions/transpose-mat3.vert

Overview

Status: fail
Result: fail

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Details

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
  • 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
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());
}

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