122 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 310 es
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// Check name mangling of functions with parameters that are multi-dimensional arrays.
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#define NX 2
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#define NY 3
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#define NZ 4
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void f(bool a, float b, uint[4] c, int[NY][NX] d) {
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}
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void main() {
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  int[NY][NX] d;
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  f(false, 12.1, uint[NZ](uint(0),uint(1),uint(1),uint(2)), d);
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}
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buffer b {
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    float u[];  // ERROR
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    vec4 v[];
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} name[3];
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uniform ub {
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    float u;
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    vec4 v[];   // ERROR
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} uname[3];
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buffer b2 {
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    float u;
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    vec4 v[][];  // ERROR
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} name2[3];
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buffer b3 {
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    float u; 
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    vec4 v[][7];
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} name3[3];
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// General arrays of arrays
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float[4][5][6] many[1][2][3];
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float gu[][7];     // ERROR, size required
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float g4[4][7];
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float g5[5][7];
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float[4][7] foo(float a[5][7])
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{
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    float r[7];
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    r = a[2];
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    float[](a[0], a[1], r, a[3]);              // ERROR, too few dims
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    float[4][7][4](a[0], a[1], r, a[3]);       // ERROR, too many dims
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    return float[4][7](a[0], a[1], r, a[3]);
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    return float[][](a[0], a[1], r, a[3]);
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    return float[][7](a[0], a[1], a[2], a[3]);
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}
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void bar(float[5][7]) {}
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void foo2()
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{
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    {
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        float gu[3][4][2];
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        gu[2][4][1] = 4.0;                     // ERROR, overflow
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    }
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    vec4 ca4[3][2] = vec4[][](vec4[2](vec4(0.0), vec4(1.0)),
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                              vec4[2](vec4(0.0), vec4(1.0)),
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                              vec4[2](vec4(0.0), vec4(1.0)));
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    vec4 caim[][2] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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                              vec4[2](vec4(4.0), vec4(2.0)),
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                              vec4[2](vec4(4.0), vec4(2.0)));
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    vec4 caim2[][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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                              vec4[2](vec4(4.0), vec4(2.0)),
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                              vec4[2](vec4(4.0), vec4(2.0)));
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    vec4 caim3[3][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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                               vec4[2](vec4(4.0), vec4(2.0)),
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                               vec4[2](vec4(4.0), vec4(2.0)));
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    g4 = foo(g5);
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    g5 = g4;           // ERROR, wrong types
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    gu = g4;           // ERROR, not yet sized
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    foo(gu);           // ERROR, not yet sized
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    bar(g5);
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    if (foo(g5) == g4)
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        ;
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    if (foo(g5) == g5)  // ERROR, different types
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        ;
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    float u[5][7];
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    u[5][2] = 5.0;      // ERROR
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    foo(u);
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    vec4 badAss[3];
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    name[1].v[-1];     // ERROR
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    name[1].v[1] = vec4(4.3);
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    name[1].v = badAss;  // ERROR, bad assignemnt
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    name3[0].v[1].length();  // 7
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    name3[0].v.length();     // run time
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}
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struct badS {
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    int sa[];     // ERROR
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    int a[][];    // ERROR
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    int b[][2];   // ERROR
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    int c[2][];   // ERROR
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    int d[][4];   // ERROR
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};
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in float inArray[2][3];    // ERROR
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out float outArray[2][3];  // ERROR
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uniform ubaa {
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    int a;
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} ubaaname[2][3];  // ERROR
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vec3 func(in mat3[2] x[3])
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{
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	mat3 a0 = x[2][1];
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    return a0[2];
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}
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