Results for spec/glsl-1.20/compiler/built-in-functions/transpose-mat4x2.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 5.96589612961
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat4x2.frag pass 1.20
errors
  • Failed to compile fragment shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/transpose-mat4x2.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-mat4x2.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(mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51)) => mat2x4(1.8099999, -0.87, 0.81, 0.64999998, -1.16, -1.52, 0.25, -1.51)
 * transpose(mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94)) => mat2x4(1.9299999, -1.63, 0.28999999, 1.6, 0.49000001, 0.27000001, 0.14, 0.94)
 */
#version 120

void main()
{
  float[pow(distance(transpose(mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[0], vec4(1.8099999, -0.87, 0.81, 0.64999998)), 2) + pow(distance(transpose(mat4x2(1.8099999, -1.16, -0.87, -1.52, 0.81, 0.25, 0.64999998, -1.51))[1], vec4(-1.16, -1.52, 0.25, -1.51)), 2) <= 1.1110199e-09 ? 1 : -1] array0;
  float[pow(distance(transpose(mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[0], vec4(1.9299999, -1.63, 0.28999999, 1.6)), 2) + pow(distance(transpose(mat4x2(1.9299999, 0.49000001, -1.63, 0.27000001, 0.28999999, 0.14, 1.6, 0.94))[1], vec4(0.49000001, 0.27000001, 0.14, 0.94)), 2) <= 1.0242101e-09 ? 1 : -1] array1;
  gl_FragColor = vec4(array0.length() + array1.length());
}

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