Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.265350103378 |
note | Returncode was 1 |
command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat4.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-mat4.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(mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003)) => mat4(-1.0, -0.55000001, -1.08, 1.79, 1.77, 0.62, 0.47999999, -1.35, 0.090000004, -0.70999998, -1.39, -1.21, -0.91000003, -1.8200001, -1.4299999, 0.72000003) * transpose(mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999)) => mat4(0.059999999, 1.3099999, 1.52, -1.96, 1.6, -0.31999999, 0.50999999, -1.84, 1.25, 0.44999999, 1.9, -0.72000003, -0.16, 0.44999999, -0.88, 0.38999999) */ #version 120 void main() { float[pow(distance(transpose(mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003))[0], vec4(-1.0, -0.55000001, -1.08, 1.79)), 2) + pow(distance(transpose(mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003))[1], vec4(1.77, 0.62, 0.47999999, -1.35)), 2) + pow(distance(transpose(mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003))[2], vec4(0.090000004, -0.70999998, -1.39, -1.21)), 2) + pow(distance(transpose(mat4(-1.0, 1.77, 0.090000004, -0.91000003, -0.55000001, 0.62, -0.70999998, -1.8200001, -1.08, 0.47999999, -1.39, -1.4299999, 1.79, -1.35, -1.21, 0.72000003))[3], vec4(-0.91000003, -1.8200001, -1.4299999, 0.72000003)), 2) <= 2.1855404e-09 ? 1 : -1] array0; float[pow(distance(transpose(mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999))[0], vec4(0.059999999, 1.3099999, 1.52, -1.96)), 2) + pow(distance(transpose(mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999))[1], vec4(1.6, -0.31999999, 0.50999999, -1.84)), 2) + pow(distance(transpose(mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999))[2], vec4(1.25, 0.44999999, 1.9, -0.72000003)), 2) + pow(distance(transpose(mat4(0.059999999, 1.6, 1.25, -0.16, 1.3099999, -0.31999999, 0.44999999, 0.44999999, 1.52, 0.50999999, 1.9, -0.88, -1.96, -1.84, -0.72000003, 0.38999999))[3], vec4(-0.16, 0.44999999, -0.88, 0.38999999)), 2) <= 2.12278e-09 ? 1 : -1] array1; gl_Position = vec4(array0.length() + array1.length()); } |