For all keywords already present, get correct when they could be identifiers, are reserved words, or are keywords, for all versions of ESSL and GLSL.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@21282 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@@ -63,4 +63,15 @@ void main()
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f |= b; // ERROR
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gl_FragColor = texture2D(s2D, centTexCoord);
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float flat;
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float smooth;
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float noperspective;
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float uvec2;
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float uvec3;
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float uvec4;
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//packed; // ERROR, reserved word
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}
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float imageBuffer;
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float uimage2DRect;
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@@ -9,6 +9,10 @@ precision highp float;
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in vec4 i;
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out vec4 o;
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in flat float fflat;
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in smooth float fsmooth;
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in noperspective float fnop;
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void main()
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{
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}
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@@ -21,14 +21,15 @@ uniform usampler2DArray us2DArray;
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in float c1D;
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in vec2 c2D;
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in vec3 c3D;
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in vec4 c4D;
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smooth vec4 c4D;
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flat in int ic1D;
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flat in ivec2 ic2D;
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flat in ivec3 ic3D;
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flat in ivec4 ic4D;
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noperspective in vec4 badv; // ERROR
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in sampler2D bads; // ERROR
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precision lowp uint; // ERROR
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struct s {
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int i;
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@@ -64,4 +65,13 @@ void main()
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iv = texelFetch(is2DArray, ic3D, ic1D);
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iv.xy = textureSize(sCubeShadow, 2);
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float precise;
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double boo; // ERROR
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dvec2 boo2; // ERROR
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dvec3 boo3; // ERROR
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dvec4 boo4; // ERROR
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}
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float imageBuffer; // ERROR, reserved
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float uimage2DRect; // ERROR, reserved
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@@ -5,7 +5,7 @@ uniform mat3x3 m33;
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uniform mat4x4 m44;
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in vec3 v3;
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in vec2 v2;
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varying vec2 v2; // ERROR
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in vec4 bad[10]; // ERROR
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@@ -43,3 +43,7 @@ void main()
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pos = p * (tblock.M1 + tblock.M2 + M4 + M3 + t2m);
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color = c * tblock.N1;
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}
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shared vec4 compute_only; // ERROR
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layout(packed) uniform;
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@@ -9,4 +9,5 @@ void main()
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{
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gl_FragColor = varyingVar;
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gl_FragData[1] = inVar;
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int buffer = 4;
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}
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@@ -13,7 +13,7 @@ int global_medium;
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precision highp int;
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precision highp ivec2; // ERROR
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precision mediump int[2]; // ERROR
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precision lowp uint; // ERROR
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vec4 uint; // okay
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precision mediump vec4; // ERROR
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int global_high;
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@@ -23,7 +23,7 @@ int k = 0x80000000; // k gets -2147483648 == 0x80000000
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int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
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float fa, fb = 1.5; // single-precision floating-point
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//double fc, fd = 2.0LF; // double-precision floating-point
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double fc, fd = 2.0LF; // double-precision floating-point
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vec2 texcoord1, texcoord2;
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vec3 position;
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@@ -36,7 +36,7 @@
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in vec3 color;
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out vec4 foo;
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uniform sampler2DRect bar;
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uniform sampler2DArrayShadow bar;
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void main()
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{
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