HLSL: allow multi-dimensional arrays
All the underpinnings are there; this just parses multiple array dimensions and passes them through to the existing mechanisms. Also, minor comment fixes, and add a new test for multi-dim arrays.
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Test/baseResults/hlsl.array.multidim.frag.out
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210
Test/baseResults/hlsl.array.multidim.frag.out
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hlsl.array.multidim.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:14 move second child to first child (temp 4-component vector of float)
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0:14 direct index (temp 4-component vector of float)
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0:14 direct index (temp 3-element array of 4-component vector of float)
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0:14 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:14 Constant:
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0:14 1 (const int)
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0:14 Constant:
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0:14 2 (const int)
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0:14 Construct vec4 (temp 4-component vector of float)
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0:14 direct index (layout(offset=0 ) temp float)
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0:14 direct index (layout(offset=0 ) temp 3-element array of float)
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0:14 direct index (layout(offset=0 ) temp 4-element array of 3-element array of float)
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0:14 float_array: direct index for structure (layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Constant:
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0:14 2 (const int)
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0:14 Constant:
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0:14 3 (const int)
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0:14 Constant:
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0:14 1 (const int)
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0:15 move second child to first child (temp 3-element array of 4-component vector of float)
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0:15 direct index (temp 3-element array of 4-component vector of float)
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0:15 'float4_array_2' (temp 5-element array of 3-element array of 4-component vector of float)
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0:15 Constant:
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0:15 1 (const int)
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0:15 direct index (temp 3-element array of 4-component vector of float)
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0:15 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:15 Constant:
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0:15 0 (const int)
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0:18 move second child to first child (temp 4-component vector of float)
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0:18 Color: direct index for structure (temp 4-component vector of float)
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0:18 'psout' (temp structure{temp 4-component vector of float Color})
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0:18 Constant:
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0:18 0 (const int)
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0:18 direct index (temp 4-component vector of float)
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0:18 direct index (temp 3-element array of 4-component vector of float)
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0:18 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:18 Constant:
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0:18 1 (const int)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:14 move second child to first child (temp 4-component vector of float)
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0:14 direct index (temp 4-component vector of float)
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0:14 direct index (temp 3-element array of 4-component vector of float)
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0:14 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:14 Constant:
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0:14 1 (const int)
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0:14 Constant:
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0:14 2 (const int)
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0:14 Construct vec4 (temp 4-component vector of float)
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0:14 direct index (layout(offset=0 ) temp float)
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0:14 direct index (layout(offset=0 ) temp 3-element array of float)
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0:14 direct index (layout(offset=0 ) temp 4-element array of 3-element array of float)
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0:14 float_array: direct index for structure (layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Constant:
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0:14 2 (const int)
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0:14 Constant:
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0:14 3 (const int)
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0:14 Constant:
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0:14 1 (const int)
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0:15 move second child to first child (temp 3-element array of 4-component vector of float)
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0:15 direct index (temp 3-element array of 4-component vector of float)
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0:15 'float4_array_2' (temp 5-element array of 3-element array of 4-component vector of float)
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0:15 Constant:
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0:15 1 (const int)
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0:15 direct index (temp 3-element array of 4-component vector of float)
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0:15 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:15 Constant:
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0:15 0 (const int)
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0:18 move second child to first child (temp 4-component vector of float)
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0:18 Color: direct index for structure (temp 4-component vector of float)
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0:18 'psout' (temp structure{temp 4-component vector of float Color})
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0:18 Constant:
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0:18 0 (const int)
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0:18 direct index (temp 4-component vector of float)
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0:18 direct index (temp 3-element array of 4-component vector of float)
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0:18 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float)
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0:18 Constant:
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0:18 1 (const int)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 52
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 48
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 14 "float4_array_1"
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Name 23 "$Global"
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MemberName 23($Global) 0 "float_array"
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Name 25 ""
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Name 36 "float4_array_2"
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Name 41 "PS_OUTPUT"
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MemberName 41(PS_OUTPUT) 0 "Color"
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Name 43 "psout"
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Name 48 "Color"
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Decorate 18 ArrayStride 16
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Decorate 20 ArrayStride 48
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Decorate 22 ArrayStride 192
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MemberDecorate 23($Global) 0 Offset 0
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Decorate 23($Global) Block
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Decorate 25 DescriptorSet 0
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Decorate 48(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeInt 32 0
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9: 8(int) Constant 3
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10: TypeArray 7(fvec4) 9
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11: 8(int) Constant 2
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12: TypeArray 10 11
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13: TypePointer Function 12
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15: TypeInt 32 1
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16: 15(int) Constant 1
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17: 15(int) Constant 2
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18: TypeArray 6(float) 9
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19: 8(int) Constant 4
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20: TypeArray 18 19
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21: 8(int) Constant 5
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22: TypeArray 20 21
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23($Global): TypeStruct 22
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24: TypePointer Uniform 23($Global)
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25: 24(ptr) Variable Uniform
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26: 15(int) Constant 0
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27: 15(int) Constant 3
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28: TypePointer Uniform 6(float)
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32: TypePointer Function 7(fvec4)
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34: TypeArray 10 21
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35: TypePointer Function 34
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37: TypePointer Function 10
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41(PS_OUTPUT): TypeStruct 7(fvec4)
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42: TypePointer Function 41(PS_OUTPUT)
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47: TypePointer Output 7(fvec4)
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48(Color): 47(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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14(float4_array_1): 13(ptr) Variable Function
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36(float4_array_2): 35(ptr) Variable Function
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43(psout): 42(ptr) Variable Function
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29: 28(ptr) AccessChain 25 26 17 27 16
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30: 6(float) Load 29
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31: 7(fvec4) CompositeConstruct 30 30 30 30
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33: 32(ptr) AccessChain 14(float4_array_1) 16 17
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Store 33 31
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38: 37(ptr) AccessChain 14(float4_array_1) 26
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39: 10 Load 38
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40: 37(ptr) AccessChain 36(float4_array_2) 16
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Store 40 39
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44: 32(ptr) AccessChain 14(float4_array_1) 16 17
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45: 7(fvec4) Load 44
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46: 32(ptr) AccessChain 43(psout) 26
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Store 46 45
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49: 32(ptr) AccessChain 43(psout) 26
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50: 7(fvec4) Load 49
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Store 48(Color) 50
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Return
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FunctionEnd
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@ -1,11 +1,11 @@
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// implicit sized array
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// array size from initializer
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static float g_array [ ] = { 1, 2, 3, 4, 5 };
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static float g_array [ ] = { 1, 2, 3, 4, 5 };
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// Unused implicit sized array
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// Unused: array size from initializer
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static float g_array_unused [ ] = { 1, 2, 3, 4, 5, 6, 7 };
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static float g_array_unused [ ] = { 1, 2, 3, 4, 5, 6, 7 };
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// Test implicit size arrayed structs
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// Test initializer sizing for arrayed structs
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static struct mystruct {
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static struct mystruct {
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int i;
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int i;
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float f;
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float f;
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@ -24,7 +24,7 @@ struct PS_OUTPUT { float4 color : SV_Target0; };
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void main(out PS_OUTPUT ps_output)
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void main(out PS_OUTPUT ps_output)
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{
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{
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// implicit sized local array
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// local array sized from initializers
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float l_array[] = { 1, 2, 3 };
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float l_array[] = { 1, 2, 3 };
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ps_output.color = g_array[0] + g_array[4] + l_array[1] + g_mystruct[0].f + g_array[idx];
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ps_output.color = g_array[0] + g_array[4] + l_array[1] + g_mystruct[0].f + g_array[idx];
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20
Test/hlsl.array.multidim.frag
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Test/hlsl.array.multidim.frag
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float float_array[5][4][3];
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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PS_OUTPUT main()
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{
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float4 float4_array_1[2][3];
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float4 float4_array_2[5][3];
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float4_array_1[1][2] = float_array[2][3][1];
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float4_array_2[1] = float4_array_1[0];
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PS_OUTPUT psout;
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psout.Color = float4_array_1[1][2];
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return psout;
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}
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@ -83,6 +83,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.amend.frag", "f1"},
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{"hlsl.amend.frag", "f1"},
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{"hlsl.array.frag", "PixelShaderFunction"},
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{"hlsl.array.frag", "PixelShaderFunction"},
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{"hlsl.array.implicit-size.frag", "PixelShaderFunction"},
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{"hlsl.array.implicit-size.frag", "PixelShaderFunction"},
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{"hlsl.array.multidim.frag", "main"},
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{"hlsl.assoc.frag", "PixelShaderFunction"},
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{"hlsl.assoc.frag", "PixelShaderFunction"},
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{"hlsl.attribute.frag", "PixelShaderFunction"},
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{"hlsl.attribute.frag", "PixelShaderFunction"},
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{"hlsl.buffer.frag", "PixelShaderFunction"},
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{"hlsl.buffer.frag", "PixelShaderFunction"},
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@ -2676,35 +2676,40 @@ bool HlslGrammar::acceptDefaultLabel(TIntermNode*& statement)
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}
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}
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// array_specifier
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// array_specifier
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// : LEFT_BRACKET integer_expression RGHT_BRACKET post_decls // optional
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// : LEFT_BRACKET integer_expression RGHT_BRACKET ... // optional
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// : LEFT_BRACKET RGHT_BRACKET post_decls // optional
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// : LEFT_BRACKET RGHT_BRACKET // optional
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//
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//
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void HlslGrammar::acceptArraySpecifier(TArraySizes*& arraySizes)
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void HlslGrammar::acceptArraySpecifier(TArraySizes*& arraySizes)
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{
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{
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arraySizes = nullptr;
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arraySizes = nullptr;
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if (! acceptTokenClass(EHTokLeftBracket))
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// Early-out if there aren't any array dimensions
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if (!peekTokenClass(EHTokLeftBracket))
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return;
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return;
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TSourceLoc loc = token.loc;
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// If we get here, we have at least one array dimension. This will track the sizes we find.
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TIntermTyped* sizeExpr = nullptr;
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// Array sizing expression is optional. If ommitted, array is implicitly sized.
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const bool hasArraySize = acceptAssignmentExpression(sizeExpr);
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if (! acceptTokenClass(EHTokRightBracket)) {
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expected("]");
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return;
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}
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arraySizes = new TArraySizes;
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arraySizes = new TArraySizes;
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if (hasArraySize) {
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// Collect each array dimension.
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TArraySize arraySize;
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while (acceptTokenClass(EHTokLeftBracket)) {
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parseContext.arraySizeCheck(loc, sizeExpr, arraySize);
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TSourceLoc loc = token.loc;
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arraySizes->addInnerSize(arraySize);
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TIntermTyped* sizeExpr = nullptr;
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} else {
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arraySizes->addInnerSize(); // implicitly sized
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// Array sizing expression is optional. If ommitted, array will be later sized by initializer list.
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const bool hasArraySize = acceptAssignmentExpression(sizeExpr);
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if (! acceptTokenClass(EHTokRightBracket)) {
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expected("]");
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return;
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}
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if (hasArraySize) {
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TArraySize arraySize;
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parseContext.arraySizeCheck(loc, sizeExpr, arraySize);
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arraySizes->addInnerSize(arraySize);
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} else {
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arraySizes->addInnerSize(0); // sized by initializers.
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}
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}
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}
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}
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}
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